Level editor is starting to come along quite nicely now. Because I'm now using a three layer map, I needed to figure out how to do transparency with the Win32 API's BitBlt.
In case anyone ever struggles, this provides an excellent explanation.
Although they are being a bit naughty with the first code…
In case anyone ever struggles, this provides an excellent explanation.
Although they are being a bit naughty with the first code…
Break up for Christmas today. I'm getting to leave off at 3:30pm although I've got lots of taxi-ing of various people to do so will have to stay sober until much later on, so I guess I'm going to go home and work on the level editor for a bit.
I've decided to develop one in tandem with the game so a…
I've decided to develop one in tandem with the game so a…
I've decided to add a current-status downloadable zip of Udo to the top of my journal, if you cast your eyes up a couple of inches. I'm going to try hard to keep the "last updated date" updated.
I may remove it once progress starts to accelerate since I'd like there to be a few suprises when I relea…
I may remove it once progress starts to accelerate since I'd like there to be a few suprises when I relea…
So it's still a bit of a mystery why programmer16 and Christophedo are getting the weird graphics when they test my game. I've posted in the DX forum but no joy so far.
If either of you are reading this, it would appear from Christophedo's screenshot that the game was running at 800x600 rather than …
If either of you are reading this, it would appear from Christophedo's screenshot that the game was running at 800x600 rather than …
I've created some new blocks for Udo. They are not spectacular, but are a bit more in keeping with the theme of the planned first few levels.
I've come to the conclusion that Udo is going to require a bespoke level editor instead of using my existing general purpose one. I want the levels to be a lo…
I've come to the conclusion that Udo is going to require a bespoke level editor instead of using my existing general purpose one. I want the levels to be a lo…
Stars are in and working. When you pick them up, you get the cool little starburst affect as in Orc, for those of you who played that. I guess it is acceptable to rip off features from your own games.
The stars are actually stored as part of the map, rather than as free items which has a couple of m…
The stars are actually stored as part of the map, rather than as free items which has a couple of m…
Got horizontal and vertical moving platforms that Udo can ride on working.
As usual, nothing is ever as simple as one might hope. Verticals were okay, but the problem with the horizontals is if you are standing sort of half on a ledge and the platform slides under you, it shouldn't push you really, …
As usual, nothing is ever as simple as one might hope. Verticals were okay, but the problem with the horizontals is if you are standing sort of half on a ledge and the platform slides under you, it shouldn't push you really, …
Quite good night last night. Getting far to old for this though. Once you pass the magic 30, you just can't drink like you used to.
Hey - I've just discovered that me here on this site gets the first two Google hits for "EasilyConfused". Groovy.
Little to report on the game this morning. I've just im…
Hey - I've just discovered that me here on this site gets the first two Google hits for "EasilyConfused". Groovy.
Little to report on the game this morning. I've just im…
Here is a new demo showing the new block and object engine in action. Left and Right to move left and right (duh!), Down to duck and Space to jump. Press Escape to access the in game menu to exit.
Be interested to know what people think, or if anyone can find any bugs.
Be interested to know what people think, or if anyone can find any bugs.
The approach before works really well.
Udo can run and jump in front of the blue blocks, but he lands on top of them. Most of the blocks in the screenshot above are from the map grid, but the two next to Udo are free object blocks from the item list.
The new and improved collision code is a lot clean…
Udo can run and jump in front of the blue blocks, but he lands on top of them. Most of the blocks in the screenshot above are from the map grid, but the two next to Udo are free object blocks from the item list.
The new and improved collision code is a lot clean…
I'm glad I posted the code below, since I can sit at work and peruse it away from my PC. I've just been looking and I actually think that converting it so it samples along each edge in a loop based on edge length divided by minimum object dimension or map block dimension, might actually clean up th…
It's starting to come together. The main character can now jump in front of certain block types but land on them, as well as interact correctly with entirely solid blocks, both in terms of map blocks from the grid and free object blocks. All seems to be okay.
Here's the final collision code.
Here's the final collision code.
#include…
I've come to the conclusion that the entire physics and collision system needs a rethink for Udo than worked for Orc.
My previous method has been to maintain everything as a list of game objects that derive from a common base, then high up in the hierachy add some general code for collision detectio…
My previous method has been to maintain everything as a list of game objects that derive from a common base, then high up in the hierachy add some general code for collision detectio…
So I've just spent two hours getting Udo to be able to duck. Amazing how the most trivial sounding things can end up being so complicated.
Got a nice menu system working now. I've got a seperate CMenu class that is constructed with a vector of CMenuItem(std::string,int) pairs. Anything that owns a C…
Got a nice menu system working now. I've got a seperate CMenu class that is constructed with a vector of CMenuItem(std::string,int) pairs. Anything that owns a C…
Demo.
Here's an early stages demo of the new game. If anyone has the time to download and test it, it would be appreciated. I'm mainly interested in seeing if there are any problems with insisting on a certain refresh rate but of course any other feedback is always gratefully recieved.
Thanks in adva…
Here's an early stages demo of the new game. If anyone has the time to download and test it, it would be appreciated. I'm mainly interested in seeing if there are any problems with insisting on a certain refresh rate but of course any other feedback is always gratefully recieved.
Thanks in adva…
Right. Here is my opinion:
Using any kind of variable rate frame rate, it is IMPOSSIBLE to write a Mario-style 2D jumping scroller without
a) jump height varying with frame rate
or
b) graphics that jitter around on the screen
I defy anyone to give me a method that would work without either of those prob…
Using any kind of variable rate frame rate, it is IMPOSSIBLE to write a Mario-style 2D jumping scroller without
a) jump height varying with frame rate
or
b) graphics that jitter around on the screen
I defy anyone to give me a method that would work without either of those prob…
Behold my mighty font file generator:
Written with Builder for quickness, you can specify the characters you want to include in the top edit box, then select any font on my PC with the Font button.
Generate then spits out a file in the format discussed below. The file starts with the number of charac…
Written with Builder for quickness, you can specify the characters you want to include in the top edit box, then select any font on my PC with the Font button.
Generate then spits out a file in the format discussed below. The file starts with the number of charac…
Still no screenshots. The little console program that compiles the bitmap font files is "finished". I can't really confirm that it is working until I try to load it into the D3D library and output some text.
It has occured to me though that I am probably approaching this the wrong way. I won't be ab…
It has occured to me though that I am probably approaching this the wrong way. I won't be ab…
After Trapper Zoid's handy link to Aenigma Fonts recently, I've decided to try to implement a font engine in the new game before attempting anything else. Seems like the kind of feature it would be easier to add in at the start than at the end.
Well, actually I'm trying to add font support to my D3D…
Well, actually I'm trying to add font support to my D3D…
Jesus, I'm tired.
I passed my driving test about two months ago. Today, for work, I drove the company van about 400 miles to go do a sales demo. I left at 6am and got back at 6pm. I was in the actual site for about two hours and the rest was driving.
Missus is away for the weekend to her nans, so am …
I passed my driving test about two months ago. Today, for work, I drove the company van about 400 miles to go do a sales demo. I left at 6am and got back at 6pm. I was in the actual site for about two hours and the rest was driving.
Missus is away for the weekend to her nans, so am …
I've got the very sketchy overall framework of the game working now. It doesn't do much, but I'm trying to work from the outside in this time so I hope this will all pay off in the future.
The main engine contains a stack of modes which use an abstract interface to implement stuff like Physics, Rend…
The main engine contains a stack of modes which use an abstract interface to implement stuff like Physics, Rend…
Just kicked in the Christmas theme for GameDev. I wonder if I'll be able to last out until New Year before I change it back. [EDIT - Nope. Changed it back about an hour later].
Does this theme now appear for everyone when they view my journal? And how on Earth does Trapper Zoid get that awesome them…
Does this theme now appear for everyone when they view my journal? And how on Earth does Trapper Zoid get that awesome them…
God.
So this decouple the physics from the render rate doesn't work so good. You get a really annoying jitter.
So I give up. I'm just going to lock the whole game loop to 60 fps. Runs a lot smoother, although I've only got a 60hz monitor to test it on. Hopefully it won't look too bad on an 80hz.
And i…
So this decouple the physics from the render rate doesn't work so good. You get a really annoying jitter.
So I give up. I'm just going to lock the whole game loop to 60 fps. Runs a lot smoother, although I've only got a 60hz monitor to test it on. Hopefully it won't look too bad on an 80hz.
And i…
Right. Based on the general feeling from the thread on the subject, I've decided that a fixed time-step physics update, seperated from the rendering, is the only viable way to write a 2D platformer that will be frame-rate independant.
Someone has pointed me to a first class article on the subject, s…
Someone has pointed me to a first class article on the subject, s…
[EDIT] Forgot to say, String Theory got featured in PC Gamer, one of the UK's biggest game magazines, this month. Didn't someone round here write that? Much kudos, whoever you are [smile].
I'm going to make a start on the new game tonight. I'm working on a sprite editor at the moment since I want fa…
I'm going to make a start on the new game tonight. I'm working on a sprite editor at the moment since I want fa…
So it appears that the ImageList property of MenuStrip and ToolStrips is disabled in C# Express, unless I am being very stupid.
It doesn't show up in the properties window for either control, and equally no ImageIndex property for tool buttons or menu items.
You can assign manually to the properties …
It doesn't show up in the properties window for either control, and equally no ImageIndex property for tool buttons or menu items.
You can assign manually to the properties …
Well, here was me learning C# so I could go and get a job as a programmer and now my current company has suddenly offered me a far more competitive package so it looks like I'm staying a sales monkey for the forseeable.
Never mind. At least it gave me a kick up the backside to start learning C#, whi…
Never mind. At least it gave me a kick up the backside to start learning C#, whi…
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