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tnovelli

Member Since 23 Nov 2013
Online Last Active Today, 05:09 AM

Journal Entries

tnovelli's Journal > Online map editor - review/planning

Posted 18 October 2014

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...


tnovelli's Journal > Scripting

Posted 02 September 2014

I just read @rbritt's journal entry about scripting... and I said, check out LuaJIT. If in doubt that's what I'll use for my C++ game. But I really want to roll my own. I've been messing with language design & implementation for 20 years on and off. I've done it before, I can do it again. Might even be practical. But it won't be anything special. So w...


tnovelli's Journal > Archery

Posted 22 March 2014

Sweet... I've passed another architectural milestone. Archery required a bunch of details: weapon slots, Bow subclass, lightweight Missile subclass, gravity, collisions. It's all working as intended. Now the other weapons will be a cakewalk.

Next, movement controls... it's time. Then sound and scoring. That's all this game needs to start being fun.

(Why...


tnovelli's Journal > Revamped animation and a sweeeeet new control scheme

Posted 16 March 2014

My animation system needed rethinking, as it didn't quite fit the gameplay, plus it was overcomplicated. So I let that stew all week until I had something worth coding in C++ yesterday.

First step was to ask: what controls do I want? A: Simple ones!
Just gamepad Dpad+ABXY or keyboard WASD+arrows. Nothing analog. Aim by moving around, emphasis on timing....


tnovelli's Journal > C++ porting progress

Posted 09 March 2014

Did some more porting this weekend... C++ version is now able to load & render a character model from my HTML5 Canvas demo (far right screenshot, in Chrome). A few glitches to debug, but it's basically done. Performance is better indeed... 3% CPU with one character, probably 10% during busy gameplay -- versus 60% in HTML5.

Next: animations, keyboard/...


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