| Wednesday, April 25, 2007 |
 I really really suck at War Craft 3 |
Posted - 4/25/2007 11:17:59 PM | Also, to anyone with a GDNet+ Account, even though your membership is extended for a month, from the server being down for a while, if you pay through paypal, your payment is still renewed in the time frame for when your account would have initially expired. So, make sure you adjust funds accordingly, if need be.
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 A non update |
Posted - 4/22/2007 1:08:41 AM | The psig rating for supercooling refrigerant on a 90 degree Fahrenheit day is mostly what this past week has been consumed of. I hopefully passed my epa certification, did a little work on the engine, but not much, and on the game. This next week should be better though. Hopefully lots more updates. Also Warcraft 3 is not an easy game, especially if you haven't played it in over two years and then you try and play it online against opponents. OWNED >><<
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 Humm... |
Posted - 4/12/2007 5:46:27 PM | Well youtube compressed the hell out of my already compressed video, so it fucked the quality all up. For anyone who's interested here's one where you can actually see what the hells going on, you'll have to download it though.
Sprite Demo Video Final and not F Uped by YouTube (A wmv) 7.5megs.
That was the first time I used youtube, so it was probably my fault for not looking into it more, but I just threw it up there before work this morning and thought it'd be nice for people to be able to stream it. Anyways, I appologize for anyone who wasted time trying to watch the other one.
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 Zap Bam Pow |
Posted - 4/12/2007 5:59:36 AM | I haven't finished the stress test for the engine yet. Here is a low quality video of the smooth animation and the spruced up editor.
LINK REMOVED BECAUSE THE VIDEO WAS ALL F_UPED , LOOK AT POST ABOVE
(Edit: I changed the video size and resubmitted so you may have to wait a little while before viewing. I'm off to work.)
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 Update Monday |
Posted - 4/9/2007 5:25:41 PM | Ok, well, I meant to write an update last night but I ended up getting side tracked working on things and before I knew it I only had four hours to sleep before I had to get up and get to work, so I didn't end up having time. Things are looking up in the animation department. I ended up working on the proposed solution in my previous post before a few hours last night (which was all the time I had over the weekend because I spent most of it having fun with the kid).
Here is a screen shot of the new editor

Here's a screen of the old editor layout

You can definitely see a difference. This seems to be fixing the issue as the grid is laid out with a line every ten pixels and the lines are two pixels in thickness.
I'm going to spend tonight doing the stress test for the engine finally and seeing if I can break it. I probably can, I just wonder how much it'll take. It'd be cool if I couldn't, I'll definitely end up doing a video of that stuff sometime this week.
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 The wonderful headaches of precision sprite animation |
Posted - 4/5/2007 9:54:42 PM | Well, I was hoping to have already been working on the demo for the comic book convention by this point for Barricade, but time flows a lot faster then I would like in a day, or at least it'd be nice to
A. Have enough wealth so I wouldn't have to work to earn a pay check for the rest of my life, I could dedicate my time to that which I wanted(I'm working towards this one.)
B.Had more hours in a day.
C. Could manipulate time with my mind so that I could get more accomplished.(I'm working on this one also)
So, I'm not really that far behind schedule all things considered. Only a couple of weeks of what I was shooting for to get done in the month of march, but now I'm running into some other issues, that I recently had to solve, and are in the process of now being resolved.
The main issue, had to do with animations for my sprite class. I have no idea how other people handle this in their code. I haven't bothered to ask or do research, but the way I've been handling it is simply loading a sprite sheet into memory as one texture and then mapping the sections with the individual frames to be shown at the appropriate time.
Some pseudo code might look like
----------------------------------------------------------------------------------
LoadTexture
Sprite->Animate
Call to Animate Looks like
advance function hit count
get active frame
if enough hits have taken place advance the active frame number
MapTexture
for frame one show these texture coordinates
for frame two show these coordinates
ect..
---------------------------------------------------------------------------------
My actual codes a lot better structured and is organized object orientedly and works great. The problem is that when I go to manually map my textures in my current editor
(I'm concurrently building a new editor as these issues and the demo are being built)
I have to go in and manually manipulate the textures for the frames to show up correctly on the quads. This is where I'm sure it isn't the best approach, but I don't really know another one, (Aside from having the graphics artist create the sprite sheets very precisely, which seems to be as much trouble as I'm having on my end anyways.)There are slight shifts in the textures do to slight shifts in the textures when I'm going in to map them, and while the anomalies are small and would even possibly be unnoticeable to someone playing the game, they are pretty damn obvious to me.
The solution I've come up with thus far is to increase the precision of movement for mapping the textures and also come up with a more precise grid for aligning the texture on the quad. I'll be trying this out in the next couple of days when I have a little bit of time this weekend.
If anyone out there can make some suggestions or offer any similar experiences up, I would be thankful, although I'm not sure if anyone ever reads this anyways, but if you do thanks in advance for the comments.
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 HA ha |
Posted - 4/1/2007 4:11:05 PM | I borrowed my moms camera this past week. There's some pictures of my nephew and my son on it from christmas. This one was freaking hilarious too me.

My nephews on the left, my son's on the right.
I haven't had a lot of time to work on things these past few weeks, but I am making some slow progress still. I'm hoping to get started on the actual demo for the upcoming game by the end of the week, but I'm still waiting on finished resources and a design doc, plus there's still some things I need to finish for the engine before then as well. Although they are just added things and not really needed to complete the demo. I spent the last two hours reading journal entries so I better actually get some coding done today as it's the only day I have free for the next two weeks again. I'll hopefully have some screen shots next post.
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