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Developer Journals

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BooH released, lessons learned and more

After about 4 months of hard work, today I've releashed my game; BooH. For the ones who read my earlier journal entries, it's been a heck of a ride http://public.gamedev5.net//public/style_emoticons/default/cool.png The final/ 1.0 release can be found here: http://www.crealysm.com/games/booh_setup.exe Since the 2nd beta build, I've made quite some cha...
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PPP - Pixel Perfect Picking - the Face Selection part

A previous blog entry discusses the concept of using a second render target to store mesh data during rendering as an approach for picking vertices and faces. That entry didn't go into any detail with regard to picking faces (triangles). Acknowledgement It should be known, and bears repeating from previous blogs, that the concept of pixel-perfect-pick...
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Advanced asset handling

Last entry: http://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/ Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The asset management. The beginnings: K.I.S.S. A short ov...

Playing with terrains

The need I thought for a bit to a method to render tiled maps (terrains) in a way that seems less... well, less tiled actually. The brainstorming/idea First idea was to have smaller tiles and different images for each terrain type: so instead of having one grass image for grass terrain, have a dozen of grass images (with little color differences)...

Setting up Chocolate Wolfenstein 3D in Visual Studio 2013

For the past few weeks, I've been once again noodling on the idea of starting a .NET port of a classic Id FPS. As a kid on my first computer, an off-brand 486 with DOS, I just hit the tail end of the good old days of shareware. And amongst all the floppy disks of kiddy and educational software and sliming Gruzzles couldn't really hold a candle to explorin...

Binary shoes, concrete head!

Hitting walls again, but I've learned just to strap on my protective hat and charge though it... finally emerging on the other side unscathed but realising that the other side of the wall has more and more behind it! Time to buy a harder hat off Flamazon. Binary and SDL2 saves were confusing at first, but I've learned a lot about both char arrays and con...

Game Development Career Guide (PDF)

Found this awesome resource on all things gamedev: http://www.cs.northwestern.edu/~hunicke/pubs/gdmag_career_guide_feature.pdf

Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [WIP] New devlog and gameplay video

Source: Sol-Ark (2D Space RTS/Sandbox/Rogue-like) [work in progress] New article - Local space

Three, two, one, you're out! Adding the countdown timer, and other bits

Over the past month I have busied myself adding lots of tiny bits to the game, some of which are obvious to players and others not. I have added a new menu design, with sound effects and animations; I have also added a new logo for the game on the menu screen. I have also sped up and increased the pitch of the boss's speech so now he sounds more...

Om Prototype Inheritance and Object Destructors

Om Prototype Inheritance and Destructors Been a while since an update since I've been mainly reimplementing all of the basic functionality into the now third incarnation of Om that has been already described in previous entries. I've made everything a lot more efficient than it was before and tried to keep function calls to a minimum inside the main run...

PPP - Pixel Perfect Picking - Edge Selection adventures

This blog entry describes the continuing adventure of coding an editor for a skinned mesh which has skeletal animation. Coding this app is intended not as a destination, but as a journey of learning through the features and capabilities of D3D11. Continuing Summary After laying down the framework of the editor as described in previous entries, I took o...

Revel Immortal v24, and general update

Greetings All! So, Revel Immortal v24 is now live; only a couple small fixes, hopefully more to come soon. The reason for the 'light & late' update (our last update was about a month ago); was that I spent two weeks on vacation in Orlando FL, with my lovely wife doing 'absolutely nothing'. As I've posted previously I like to take about 2 months pe...

Automatically Generating Sprites for a Space Shooter

​ I'm writing yet another generic space shooter while learning WTL, DirectX, and modern graphics programming along the way. Today was spent writing a script to build SVG fragments into a texture atlas. Here's the result of today's work: Sample generated atlas generated from SVG fragments <!-- ?size=0 0 12 12 --><path d="m0 0v12h12v-12z...

NLE: Unnamed Engine. Entry #2

Welcome back! or if you're new to my new blog, please read "The Start...Kind of..." first! http://public.gamedev5.net//public/style_emoticons/default/smile.png Now, I'm going to try my best to make Friday, Blog Day, So yay! or at least do this once a week... Let's cut to the chase and this is what I did all week, programming wise: FPSControllerSyste...

6) Pause menu

Hello. I finally finished some very important real life stuff that I had to do: I couldn't work on this in the past two months, but now I can work on it, so yay! Anyway, I wanted to make a pause menu a long time ago but only yesterday I decided to start making it. Before this, pressing Esc would inmediately close the game, while pressing F2 opened up th...

Lights, Camera, Action

I saw this cool (and extensive!) article about where to point the camera, in games: https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub The article is specific to side-scrollers (all the way back to the arcade "classic" Rally X from 1980), but I found the material to be pretty applicable to any game where the game contro...

draak update

Below is gameplay video of a prototype of the puzzle game “Draak” that I am working on. Draak will be an iPad-only iOS game; the prototype below is written to Windows in C# on top of MonoGame. http://youtu.be/HCnoXapHqKg The initial idea for this game was about the art. I thought it would be cool to make a game that looks like an animated ver...

The Arena Update

Introduction The Arena (YAAG) has turned a corner in development that I wanted to document for other developers who have started their own new project. The Beginning Every project I have started the beginning starts out quickly and things seem to build quickly. This stage is full of great ideas, new experiments, and a host of thinking how great this ga...

Handmade vs randomized level design in Epistory

Handmade vs randomized level design in Epistory The constant dilemma between more control (but time consuming) and more automatism (but never perfect) in Level Design, and how tools can help. http://blog.fishingcactus.com/wp-content/uploads/2015/05/article_header-e1431506979584.png The problem As in most puzzle / adventure games, Epistory's level de...

Prototype, prototype, and prototype

Hi ! I come here to make a little update on my main project. After my last update, in which I spoke about the first scene's prototyping, I worked on the second scene. I won't tell you about all the little details of this scene, but my main approach of this task is the following : - make a scene with the right scale - create the main objects (houses, for...

It's done!

It took nearly 5 years, $30,000, and most of my sanity, but the game is finally done! Check it out: lemmagame.com Look for a more in-depth postmortem... soon. It's 6:30am and I haven't slept yet.

Down with the FastCall22 reign!

So FastCall22 has figured out how to kick himself in the gdchat. Well, he hath prowess over us no more! Here's how to go about it: Step 1: Pull up the developer tools that show you incoming and outgoing packets. On Chrome, you hit F12 and click Network, and Firefox has a similar thingy. Step 2: Post a single thing.The object of this is to see the sessi...

Shelving the Prototype

As an indie with a steady income, I have the ability to make prototypes and shelve them as needed. Today is one of these times. After spending some time to get Mercenaries running on Unity (2 Players + AI Skirmish mode) I find myself unsure whether the idea is worth pursuing altogether. It's not a question of losing interest in the project, as a matter...

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