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AaronWizardstar

Member Since 10 Jul 2011
Offline Last Active Nov 21 2013 04:52 PM

Somewhere in space > In defence of hit points

Posted AaronWizardstar on 14 August 2013 - 04:53 PM

My game will be Ultima with laser guns.


(Actually, I think the original Ultima already had laser guns. So my game will be Ultima with...more laser guns.)

The first Ultima had a simple interface (having to use keyboard shortcuts for everything notwithstanding). You bump into a monster to attack it. I want to maintain the simplicity of the first Ultim...

Somewhere in space > GUIs - Wheel reinvention

Posted AaronWizardstar on 04 July 2013 - 07:10 PM

In a fit of madness I came up with this:

widget.h and widget.cpp #ifndef WIDGET_HPP#define WIDGET_HPP#include <vector>#include <SFML/Graphics.hpp>using std::vector;class Widget{ public: enum Visibility { VISIBLE, HIDDEN, COLLAPSED }; bool isModal; sf::Vector2i pos; Widget() : parentPtr(NULL), isModal(false), pos(0, 0), vis...

Somewhere in space > Most GUI libraries are terrible

Posted AaronWizardstar on 28 June 2013 - 03:34 PM

The title is hyperbole. Mostly.

I need a GUI library. RPGs require a robust user interface. I've attempted to write my own GUI systems in the past and this has killed many a project. There was always something I didn't anticipate and couldn't work into my existing design. General application frameworks like Qt typically aren't suited for games due to p...

Somewhere in space > The start

Posted AaronWizardstar on 24 June 2013 - 04:13 PM

Here I will attempt to chronicle the efforts of creating a science fiction Ultima-inspired RPG.

I'm a hobbyist game developer, and this game will be freeware and open source. I suppose if the code turns out good enough I may follow up with a commercial game, but that's another story.

So far I have this:

I figure this art style will be a fair trade-off...

PARTNERS