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SteelGolem's JournalBy SteelGolem      
SG's FFA Playthroughs
44 episodes, 1 tips&tricks
last updated 2007-11-05

Thursday, June 7, 2007
yeah, i'm a tard. even my gf thinks so!

<SteelGolem> hahah i just made a picture -ographay of myself making an egg sammich XD
<JayCee> You're weird

here's the link it's not as good as zug's but i got to use the camera, so who cares. why'd the camera think i wanted to focus on the counter in the last pic? stupid camera.

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Tuesday, June 5, 2007
so i finally find out that there's info in the dx sdk. i also just realized that i didn't need to be building a map editor, at least not yet. talking with jm about something he was working on led me to further conclusions about my stuff. have i already arrived at this, and forgotten that i had?

i don't actually have a game i want to make. well, i do, but i'm still thinking about How It's Better Than Game X instead of what the thing is actually about. i want a 2d treasure hunting hack-em up, with zelda-style controls and diablo-style character building. as i think about it, that doesn't really make for much more than a GrindyThing. i don't have any idea about a story or setting or main characters. i haven't really thought much about what options you'll be able to choose from to build your character.

this leaves me at quite a loss.

but hope isn't completely lost! as it turns out i'm not completely brain-dead. i know a whole bunch about the stuff that i like: anime, comics, movies, music. well its not like i'm some kind of artistic know-it-all, but all of the things i'm influenced by are available to be tapped.

i'm pretty sure about the gameplay, just not EVERYTHING ELSE. so instead of code-type stuff (since its been laid bare before me) i need to focus on the actual game and what i want to do with it. yay! direction!

- visual
- music
- setting
- storyline
- characters

time to do some research!

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apparently ALL OF YOU ARE!! what the hell, why didn't anyone tell me that the dx sdk SHOWS YOU HOW TO DO EVERYTHING I'M TRYING TO DO JLKA;SDJF;ALSGHKA;SDLJKFHAWKERJVNYAWEOIUVYANRWOITVRAEYNUIATRNVOIUNBOITUAWERONB

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ok so i've decided that i'm going to put the tilemap editor on hiatus. its not that i can't DO it, its just that it doesn't make any sense to re-invent the wheel when a perfectly good alternative is out there. so i downloaded Mappy and i'm all set to build maps with that until the need arises for something "better". oddly enough, i don't actually NEED any maps atm.. so building a tilemap render thing is kinda silly. i know that i'll need a home for sprites sometime, and i'll come back to this when i do.

which leads me into the other half of the basic-snes-type-game need, sprites. this time i'm not going to build anything to do with an editor until i have something to freakin' edit. there are a bunch of different things i need to do first, like decide what i need out a special sprite class. i guess its time to clarify those things soon. before i can even worry about that stuff, i need to be able to display a sprite. thats the most important thing right now.

after i can display a single sprite, i need to look at my intended uses for the sprites. i want to use sprites for:

- Action Adventure clone
- Platform Jumper clone
- Side-Scrolling Fighting clone

(i almost put 2d Fighting clone, but why wouldn't i just use MUGEN, right?)

i think that the action adventure one would be the most complicated, and that i could use the same class for both of the others.

for the action adventure, i'll need to have sprites that can do a bunch of different actions in 4/8/+ directions. i'm assuming they're going to be hand-drawn or pixelart sprites. when its time to draw, the sprite will need to know what direction set it's going to be using, and what action it's performing.

should the sprite be left to track its own position in an animation? i think that the object the sprite represents will need to know that information for its own purposes as well, so it isn't necessarily a bad idea to leave it up to the render code to ask for it from the object and give it to the sprite.

so i need a way to create and edit a sprite's animation set for each of its directions. a visual editor would be best, for something like this, but i'll probably have to start out with some data hard-coded before i know where to begin with the editor.

the central themes are direction and action. one of the issues i face (as i have before) is that the term "rotation" can be applied in two different contexts. when i rotate the sprite, i could be rotating it about its center in the x-y plane, like i did in Space Fortress. i could also be rotating it about its understood y-axis, like i did in ActionRPG. can anyone help me disambiguate the term? perhaps there's a better word for what i'm doing in ActionRPG when i change directions. its not exactly rotating, but it is. :S

so! i need to first draw a sprite.

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woot updated sys specs after recent upgrades!

acer ShitBox
2.2 gigahurtz athlon
geforce 6200 LE (up from geforce 6100 onboard)
2 gigabytes ram (up from 512mb)
vista's aero rating 2.6 (up from 1.4)

so yeah the thing is only barely better than it was before, but load time is way down and i can actually play Titan Quest now. the addition of the new vid card was a huge boost alone, but the much needed ram is welcome.

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Monday, June 4, 2007
yeah i'm still at the start of building my tilemap editor. i haven't done any work on it really, since the last post about it. i was struggling with putting d3d on a control other than the main Form but i got messed up and overcomplicated it and lost a bunch of steam. i got it figured out now, i just gotta do the work to get a whole bunch of triangles on the form.

i guess i'm going to set up a single vertex buffer and do a bunch of triangle strips with it.. but i'm not sure how many vertices i should use. i can calculate how many i need for the control surface i'm rendering to, but what's the max? i don't really know. i suppose i could set a limit and not let the form resize past that limit..

but what do you do when the form is maximized on a big desktop? check the desktop size and disable maximize button if its bigger? hook the maximize button to just resize to the limits? hmm actually i like that one. anyways i heard from viridian that you're not supposed to be continually killing and remaking your vertex buffer, so i really want to avoid that at all costs.

hey maybe i'll just pretend that the maximum size that any screen res can be is 2x the size of the biggest one i can select. that'll take care of it for a while, right? what's that.. 1280x1024 apparently. so double that to 2560x2048 and then figure out the maximum number of triangles from that. i hope i'm not REALLY overdoing it...

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here's a list of games i think are diablo-like. i'm going to even count rogue and its ilk, but i'll have those as one entry. i'm looking at any system. i guess there's a bit of an issue with "what makes diablo.. diablo?" because alot of games have adventuring, or item fishing, or levelling up, or character building.. everyone can probably agree on what a diablo game looks like, though.

if you take the keyboard and mouse away and hand the player a joystick instead, is it still diablo? actually, what i mean to really ask is, how far from the path can you stray? doing quests, finding items, building a pc to a certain play-style, real-time combat. these are things required to make a diablo game. but i could say there are alot of non-diablo games that fit that profile. the newer castlevania games do.

in order to get a better feel for what's out there, i'm thinking about doing a Real Good search for diablo games. i might drop a post on the forums too. does anyone know of any good or bad diablo-like games, or games with diablo-style influences? since i own them, do not include:

- diablo (durr)
- titan quest
- prince of qin

edit:
looks like i'm not the only one who likes diablo :)
Someone else started a list too.

edit 2:
here's a list of the games they came up with, with clickies to the homepages or something as close to the game as i could..

Darkstone (oops, forgot i already own this)
Fate (played this one too)
Sacred
Heretic Kingdoms
Restricted Area
Dungeon Siege
Nox
Blade & Sword
Divine Divinity
Fire Emblem
Mount & Blade
Champions of Norrath
Untold Legends

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it's the start of a new week!

i've been playing Sword of Mana again, just grinding my heroine's weapons to 99. i picked up Children of Mana too, figured i'd give it another shot. its really not THAT awful, its just not worth playing for a very long time. i should probably do some sort of review about it.

one of my old addictions has taken me again: pokémon cards. i just got paid on friday and i think i've already spent about $50 on them already. i had to buy a box of card insert sheets - i have them in a binder now. the binder is almost full and stands about 2" off of the desk when closed. thats alot of cards. "why not mtg or yugioh or anything else?" its designed so that 10 year olds can play it. "you tool." have you ever met any girls that play mtg or yugioh? i haven't. but i HAVE taught 3 (or more?) girls to play it. the rules are simple and you can get into a good game really quickly. plus, the pictures are cute. that's enough for some girls. i might find myself dedicating a post to it sometime.

in my quest to find The Best Diablo Game, i picked up something a couple of months ago called Titan Quest. i just remembered i had it last night, and since i put in that video card (thanks viridian!) i was able to play it. my Acer couldn't handle it when i first picked it up. on the lowest settings it can now, but i still have to watch out for the occasional slowdown (or temporary halting!) until i pick up my new 1gig ram stick. anyways, this one looks promising. after i play it more i'll give it a review.

i should probably start REALLY looking at every diablo game i can get my hands on. actually...

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