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One year report (trailer inside).


Alright, my friends. It's been 12 month since I started this project . Here are a few stats of this whole journey: Number of months without a home: 12.5 Countries visited: 7 Cities visited: 43 Money spent: - On me (food, bed, transport, tourism& stuff): 8000 ** ** 3000 in Korea alone. It was crazy, i was blinded by SC2 and kpop stars. I regret nothi...
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Asset Studio - Asset Management Tool


After years and more years of manually adding new assets into code I tried a newer approach. I'll use this journal entry to show off my asset management tool (Asset Studio) but also ask for similar stories. When I use the word 'asset' I mean images/textures, image/texture sections, fonts, animations, sounds, meshes, GUI dialogs, text tables, value tabl...
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VR Lessons Learned So Far


This is a loosely organized list of things I've noticed while using and developing virtual reality applications for the smartphone-in-headset form factor. It is specific to my experience and may not reflect anyone else's personal preference, such that VR is apparently quite dependent on preference. But I think that steadfast rules of design are necessary...
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Rewrite ALL the things!


OK so I'm not really rewriting everything ... just... a lot of it. The current runtime infrastructure for Epoch is precarious at best, and desperately needs some improvements. There are a number of things I want to do that all happen to coincide nicely with a desire to rewrite the runtime system: Destroy the EpochLibrary DLL forever. This is an ancient c...
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Looting Game Design Gold from *Sid Meier's Pirates!*


"Good artists copy, great artists steal." - Pablo Picasso Sid Meier's Pirates! is arguably the most important game ever made . . . and it also ruined my week. You see, I’m working on Archmage Rises — and part of my elevator pitch is, "It's like Pirates! but with mages and permadeath." http://www.defiancegamestudio.com/images/blog/pirates%20lo...
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Over-architecting is a form of premature optimization.


Something I learned today: Over-architecting is a form of premature optimization. "Uh, what exactly do you mean by that?" If you've got a fixed use case to build something, you don't need to make a generalized implementation. Just build the dirty implementation with hard coded variables and values first. First, make it work. IFF you need more flexibilit...
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It looks like something


I got rid of most of the slider bars now that I have working color picking and constant buffers. So I decided to try and draw something. I was going for the mysterious woman on the water in a row boat. All the shapes now have visible, clickable, control points. I need to work a little bit more on correct mouse movement translations (you move left but t...
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First Combat Gameplay Video + 2 Galaxy Maps


FPS meets sci-fi open ended RPG. Here's a first look at the FPS combat side of things featuring the new Pulse Gun I've been working on for my game Daath Galaxy: In addition, you can now take a look at 2 out of the 6 playable galaxies in Daath Galaxy. These maps are zoomable and scrollable. Check them out h...
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Age of Rogues WIP: Day 3


Focus of this session of work was to define the gameover condition and manage the death and reborn of the character. Mission accomplished, even if in a very rough state. There are two ways for die: one needed , which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lost. The good way is when your current character dies....
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TL;DR or (No Images, no care)


I am well aware that if a journal post contains no images it tends to get no meaningful feedback. So, since I am not yet ready to release new screens of Revel; I won't waste your time exaustively listing development minutua that it seems no one cares about. Instead, I will merely state that development has been going strong; stronger in fact than during...
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Gui II: Widget class design


Last entry: http://www.gamedev.net/blog/1930/entry-2260396-gui-i-learning-about-signalsslots/ So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an approach similar to what QT does, in that every widget has to derive from that class. I'm not going to show the whole thing, because it just is way too huge at...
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How to create a 3D OpenGL game in 10 minutes with biicode


Before we begin, I would like to clarify that I am not affiliated with biicode in any way, neither has biicode endorsed or approved this article or the code I have uploaded to their service. I am just a fan (so don’t hold them responsible if something I say does not work out. I have just been using bii for about a week – do write to me though if...
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HTML5 audio for games made easy


Audio in the browser is deceptively tetchy. It's easy to get a basic sound to play with the <audio> tag .<audio id="myAudioThinger" controls="controls" preload="auto" autoplay="true"> <source src="your-sound.mp3"></source> <source src="sound-in-alternative-format.ogg"></source> If you can read this,...
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Getting Back In The Game...


Heyo! Been forever and a day, but I'm back, and hopefully to stay. And be productive, because like most others here, I've a game idea I want to see come to fruition. As such, I've disconnected WoW and Guild Wars and other non-productive distractions, trying to get down to business. Part of getting down to business for me is 'accountability', which will li...
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Week 4


Hey everyone, This week I didn't get a whole lot done. I agreed to work on a little side project with a friend, so spent much of the week learning javascript and the phaser engine syntax. However, I'm going to admit, I'm finding using javascript with phaser is boring me out of my mind. I wanted to broaden my programming base, which is why we went with an...
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basic GUI design


I lacked time this week, but I managed somehow to design a simple GUI system :typedef void(*guiFunction)(void);typedef void(*guiFunctionKeycode)(char);typedef void(*guiFunctionObject)(guiObject&);class guiObject{public: guiObject(); virtual ~guiObject(); bool initialize(Game& g); void event(const sf::Event& ev); virtual void draw(sf::Rend...
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Entity pooling and EntityObservers


In this update: Entity pooling and refactoring EntityObservers. dustArtemis dustArtemis is a fork of Artemis Entity System , which is a BSD-licenced small Java framework for setting up Entities, Components and Systems. Entity pooling Well, in an ECS framework, first thing comes to mind when dealing with pools is pooling the entities. One...
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Online map editor - review/planning


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 separate editor app for each game, and some shared core libr...
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Screenshot Saturday 194


Just a quick update this week to confirm that I am in fact alive. The iOS contract game is just about done. I'm pretty happy with it. http://giant.gfycat.com/LeadingClassicHoiho.gif Now it's back to work on Lemma: http://fat.gfycat.com/PerfectElaborateAfricanparadiseflycatcher.gif I'll be running a booth, speaking, and participating in a panel at...
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What I am working on…


I’m working on a puzzle game for iPads that takes the mechanics of a somewhat obscure game from the 1990s(*) and puts them on a double logarithmic spiral. The final app will be styled similar to one of M. C. Escher’s tessellations of the plane with the tessellation changing at level breaks. I don't have a name yet... Gameplay will be like the foll...
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Global Illumination Progress Update


The Global Illumination by Light Propagation Volumes is progressing in a nice way. Even though this is an artifact in a weird way, it still produces a nice result. The surface is too thin for the grid to not capture both sides. http://public.gamedev5.net//public/style_emoticons/default/happy.png But it looks nice. http://i.imgur.com/hOQUM2B.jpg But no...
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'Box Shooting' Prototype Release


https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/s720x720/10708510_991481010878253_5948331907494154611_o.jpg I am releasing a prototype version of my upcoming android game named 'Box Shooting'. I am mainly releasing this for bug-testing and I want to know how do you feel while playing this. I want to know what improvements can be made to...
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F-Com Development - Week 0


First off, I'm fairly new to gamedev.net. I am a programmer who falls drastically far from beginner and twice as far from expert. I am self-taught, and there is still a lot I don't know, this isn't my first project, but it's an important one to me, because gamedev.net is an opportunity to get opinions from others, which is very valuable in an art form lik...


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