"It'll only take an hour and it'll make this feel like a real game," I said last week. I was off by an order of magnitude on the first count, but it was worth it.
OpenAL streaming is tricky. The Programmer's Guide example was sketchy as hell, so I took an example from the OpenALSoft source, adapted…
Last year when I started drawing characters for my "Cult RPG", I noticed how the standard RGB and HSL/HSV color pickers are no good at selecting real-world colors. So I studied up on color perception. The good news: this problem was solved 100 years ago. Bad news: software developers are still in t…
I've been getting back to my main game project after a few months of home renovations. It started when I bought some drums and moved my studio to the basement. Then I had to put in a sump pump. Then I was on a roll so I started scraping off the ugly ass 50s wallpaper in my hallway, patching up the …
Making a new language:
brainstorming, code mockups
feature triage
design specs
experiments
implementation
I've been iterating on the first 3 steps for a year, my specification is pretty well nailed down, and now I'm laying down plans for a compiler. Turns out I'm closer than I thought. In 2010 I was …
I've been iterating on the first 3 steps for a year, my specification is pretty well nailed down, and now I'm laying down plans for a compiler. Turns out I'm closer than I thought. In 2010 I was …
I'm getting ready to combine and improve some HTML5 Canvas stuff I prototyped two years ago - Ocean Melee / Great Guns and the 2D character animation modeler for the future "Cult RPG" (crude demo here). My ultimate goal is to create complete online editors for both games, and other games... a separ…
I just read @rbritt's journal entry about scripting... and I said, check out LuaJIT. If in doubt that's what I'll use for my C++ game. But I really want to roll my own. I've been messing with language design & implementation for 20 years on and off. I've done it before, I can do it again. Might…
Sweet... I've passed another architectural milestone. Archery required a bunch of details: weapon slots, Bow subclass, lightweight Missile subclass, gravity, collisions. It's all working as intended. Now the other weapons will be a cakewalk.
Next, movement controls... it's time. Then sound and scori…
Next, movement controls... it's time. Then sound and scori…
My animation system needed rethinking, as it didn't quite fit the gameplay, plus it was overcomplicated. So I let that stew all week until I had something worth coding in C++ yesterday.
First step was to ask: what controls do I want? A: Simple ones!
Just gamepad Dpad+ABXY or keyboard WASD+arrows. Not…
First step was to ask: what controls do I want? A: Simple ones!
Just gamepad Dpad+ABXY or keyboard WASD+arrows. Not…
Did some more porting this weekend... C++ version is now able to load & render a character model from my HTML5 Canvas demo (far right screenshot, in Chrome). A few glitches to debug, but it's basically done. Performance is better indeed... 3% CPU with one character, probably 10% during busy gam…
Feeling inspired. Made a few Inkscape mockups & freehand sketches for my most ambitious project. It's a sidescrolling RPG with intricate AI and hand-to-hand fighting.
Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This al…
Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This al…
A) 3D modeling is too much work if I'm doing all the coding, music, and artwork - which seems like a healthy assumption if I intend to finish.
A2) 3D bores me. I must be getting old.
A3) Everyone's doing hyper-realism.
B) ANOTHER neo-retro fat pixel game? I don't think so.
C) Steve Yegge's 2nd to last …
A2) 3D bores me. I must be getting old.
A3) Everyone's doing hyper-realism.
B) ANOTHER neo-retro fat pixel game? I don't think so.
C) Steve Yegge's 2nd to last …
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