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Member Since 04 Jul 2003
Offline Last Active Yesterday, 09:22 PM

/* Why you crying? */ > Haste, slow, and refactoring

Posted JTippetts on 09 July 2016 - 06:48 PM

As part of the AI and control refactor, I refactored the basic components that provide the turn-basedness for the unit controllers. 
Previously, the turn system was controlled by 2 components: the Turn Scheduler, which runs scene-wide and provides a 'heartbeat' on a specified timer; and the command queue component per combatant, that listens for the...

/* Why you crying? */ > Highlighting

Posted JTippetts on 22 May 2016 - 10:37 PM

In between work, sleep, family, home and yard projects, and being sick (all the usual bull-shit cop-out excuses you have all come to expect from me over the years) I have been getting in some work on Goblinson Crusoe.

So, the Great AI Refactor has begun in earnest, and as I suspected it would, it has run its tentacles all throughout the project. Up til...

/* Why you crying? */ > Installing

Posted JTippetts on 09 May 2016 - 11:12 PM

Finally got a day off, with the leisure time to install Linux. Been booting off the USB for days now. During the 'trial' period, I tried out a number of different distros, just to refresh my head on what's out there. I used to be a big Ubuntu fan. Debian-based distros are by far my favorite (long familiarity, most likely). But I didn't really like the new...

/* Why you crying? */ > Mint

Posted JTippetts on 05 May 2016 - 01:21 AM

To whom it may concern, 
I am writing this missive while booted into Linux Mint from an ancient USB stick. How I came to this sad, low, lonely state is a tale of hubris and pride. You see, I am a habitual dismisser of Windows system restore disk nag screens. "System restore?" I cry. "Pah! I don't have time for that right now. Begone, thou pesky fiend...

/* Why you crying? */ > "Quad"-planar projection

Posted JTippetts on 29 April 2016 - 10:37 AM

HA! It never fails. As soon as I resolve to work on much-needed logic and AI refactoring, I let myself get distracted with a visual thing again. But this fix was relatively easy, and is something I've been meaning to do for quite awhile. As mentioned in previous entries, the ground tiles in GC use tri-planar texture mapping. If you are not familiar w...

/* Why you crying? */ > Creature AI

Posted JTippetts on 28 April 2016 - 07:22 PM


I'm in a creature AI phase right now. It's actually a bunch of code that I haven't really touched in awhile, and as with all such code I have had to spend some time getting familiar with it again. I still only have a relative handful of skill options, so I haven't really dug in-depth into c...

/* Why you crying? */ > Bringing back the mountains

Posted JTippetts on 24 April 2016 - 10:50 AM

I spent some time recently working out some bugs with the tri-planar shader. I believe the bugs are fixed now (and it required some fixes in the Urho3D library to do it), but I don't really understand what was causing them in the first place, so I'm still a touch nervous about them. At any rate, I've taken up the Quest Map UI again. 
In a previous en...

/* Why you crying? */ > New textures with the tri-planar shader

Posted JTippetts on 05 April 2016 - 06:59 PM

http://i.imgur.com/u8d0uzA.jpg  SoTL and MarkS talked me back into using the tri-planar shader I've been using so far. Above are a couple shots of some of the textures I've been working on the past few days. A couple things: The textures jibe together a bit better than the previous sets. Previously, I was usi...

/* Why you crying? */ > Textures

Posted JTippetts on 04 April 2016 - 05:21 PM

Did a quick little test to see how well some of the textures I made in making the previous journal entry "read" in Goblinson Crusoe. Looks pretty good, if you ask me.

/* Why you crying? */ > Dirt And Rock Textures Using Blender Particle Systems

Posted JTippetts on 29 March 2016 - 09:53 PM

Reading alfith's entry on rocks reminded me of a technique I often use for creating dirt, stone, and pebble textures in Blender using particle systems. Since alfith's rocks are fresh in my mind (and near the top in my file history in Blender) I'll go ahead and use them to demonstrate the technique in its entirety.

The Blender Hair particle system type...

/* Why you crying? */ > Instant Meshes Retopo

Posted JTippetts on 27 March 2016 - 01:10 PM

I'm terrible at art. 
Let me back up. There are some aspects of art, at least video game art creation, that I have achieved an "acceptable" level of skill. And there are others that I have achieved "pretty okay". But there are many, many other areas where I have achieved merely an "ass-tastic" level of skill. Retopo is one of these. 

/* Why you crying? */ > Rendering Tree Sprites

Posted JTippetts on 02 February 2016 - 01:15 PM

It's been awhile since I did anything 2D-related, and I'm a little bit worried that some of those particular hard-earned skills are starting to fade from my weak brain. Last night, I was talking with an individual in the GD.net chat about trees. This person was drawing trees and looking for advice on how to make them, so I shared a little bit about my own...

/* Why you crying? */ > ANL Expression Parsing

Posted JTippetts on 13 January 2016 - 05:48 AM

Over the last several years, my noise library (ANL ) has been a sort of sink for whatever miscellaneous time I get in between work, kids, the house, game development, game playing, etc... It has evolved quite significantly from its roots as basically a libNoise knockoff. One of the key goals I have always had in mind has been to decrease the redundancy an...

/* Why you crying? */ > Jasper's Place

Posted JTippetts on 27 November 2015 - 05:10 PM

So, I haven't worked on GC in quite awhile. I've been playing a bit of Path of Exile lately, so my urge to play/work on a turn-based RPG is at a pretty low ebb.

I typically play games at my PC in the dining room. I have dual monitors, and on the other one I've typically got Thomas the Train cartoons or Leapfrog counting/letters cartoons running for my ki...

/* Why you crying? */ > Working on the Quest Map

Posted JTippetts on 24 September 2015 - 02:28 PM

Lately I've been working on the quest map. The quest map will be accessible from a special kind of workbench, the Map Table, that you can construct as part of your base. Using the Map Table will bring up an interface showing the island map with various markers denoting quest locations. You'll be able to select a quest marker to embark on that quest, which...