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ryan20fun

Member Since 06 Oct 2010
Offline Last Active Today, 08:24 AM

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Post

Posted ryan20fun on 30 September 2014 - 11:09 PM

Hello everyone http://public.gamedev5.net//public/style_emoticons/default/smile.png

My postmorten.

What went (mostly) right:
Art style
Level layout
Level loading system
Bullet physics integration
Brief planning
Improvisation on the spot
Getting something on the screen early
Useful configuration format that was used to create the levels


What went (mo...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 7

Posted ryan20fun on 28 September 2014 - 01:30 PM

Hello againhttp://public.gamedev5.net//public/style_emoticons/default/smile.png

I have been quite productive today, Wierd.

So I have got two levels into the game with a menu/getting acquainted one as well.
I will make a set of (more) psychedelic textures tomorrow and upload them, May be able to get a texture swap-out implemented at the same time.
There...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 6

Posted ryan20fun on 27 September 2014 - 02:53 PM

Greetings and salutations http://public.gamedev5.net//public/style_emoticons/default/smile.png

Today has been quite good for me.
I have fully integrated Bullet physics http://public.gamedev5.net//public/style_emoticons/default/cool.png

I've got half a level completed so far, And toned down the psychedelic colours a bit http://public.gamedev5.net//publ...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 5

Posted ryan20fun on 26 September 2014 - 01:51 PM

Greeting's and salutations http://public.gamedev5.net//public/style_emoticons/default/smile.png

So today I have managed to integrate Bullet physics into the game( and my code basehttp://public.gamedev5.net//public/style_emoticons/default/biggrin.png ).
So I have the player as a ball that roll's around on the heightmap.

Tomorrows plan:
Add some collis...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 4

Posted ryan20fun on 25 September 2014 - 01:55 PM

Hello everyone http://public.gamedev5.net//public/style_emoticons/default/smile.png

I have not been able to get much done today( Thanks to my custom "broken" mesh compiler http://public.gamedev5.net//public/style_emoticons/default/angry.png , It will only work for simple shapes or one object, Strange... ).

But I have managed to get started on the inte...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 3

Posted ryan20fun on 24 September 2014 - 01:40 PM

Hello everybody http://public.gamedev5.net//public/style_emoticons/default/smile.png

I've managed to make some progress with the level loading and some background object handing.
I've got a setup where i can have a list of objects be randomly placed in the level with a random scale and rotation.

But I've run into a problem with my mesh converter, It se...

ryan20fun's Journal of Rasterisation > "The Week of Awesome II" Day 2

Posted ryan20fun on 23 September 2014 - 02:03 PM

Hello all.

Progress update:
I have the basic setup of the game going, A little behind schedule...

Day 3:
I plan on getting a play controller setup and working.
Add some default enemies to battle.
Fix my matrix rotation math so that the objects don't get squwerd when they are rotated.
Game states( Menu, Idle, Playing Etc )
Basic AABB collision detectio...

ryan20fun's Journal of Rasterisation > Signup for the "The Week of Awesome II" community game development challenge

Posted ryan20fun on 15 September 2014 - 11:32 PM

My first journal/entry http://public.gamedev5.net//public/style_emoticons/default/smile.png

I've entered the The Week of Awesome II community contest

What I am going to use:
Language : C++.
SDK/Engine : My own With a D3D11 renderer backend (for now, D3D9 work not started yet).
Graphics : Free texture libraries like the nVidia TTVol one supplimented...

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