Springport, MI
Information and media regarding our current project.
Ethereal Darkness Interactive Updates
Well, I'm still working on the sheet editor (actually, I'm working on learning C# and building an app that will be similar to the sheet editor.)
Anyway, we're probably going to have to move some sprites around at some point, right? So, the frames are stored in a …
Well, I'm still working on the sheet editor (actually, I'm working on learning C# and building an app that will be similar to the sheet editor.)
Anyway, we're probably going to have to move some sprites around at some point, right? So, the frames are stored in a …
Well, I'm really REALLY glad that Raymond has me doing the sheet editor. I had originally thought that C# looked wierd (with the way that you manually set up a Windows application and such), but it SO much easier than using Win32 (especially graphics.)
I've updated my Script example, now it have 2 n…
I've updated my Script example, now it have 2 n…
Well, my first job is to make the sheet editor. So, I'm learning C# and I must say its easy as pie (or maybe caek would be more appropriate [wink].) Anyway, here is a screenshot of my learning experience (around an hour and a half):
Just some proof that Raymond is as twisted (if not more) than I am …
Just some proof that Raymond is as twisted (if not more) than I am …
Well, I'm sorry to say that I have to put my project on the back burner, since something more important has come along. [sad]
Ok, I'm not sorry at all :D I was asked by Raymond last night if I was interested in helping him on Project2, so I pinched myself and then replied "Are you serious? HELLS YEA…
Ok, I'm not sorry at all :D I was asked by Raymond last night if I was interested in helping him on Project2, so I pinched myself and then replied "Are you serious? HELLS YEA…
Ok, I haven't done any coding yet tonight, I'm trying to figure out what I will need ahead of time. This is what the maps will loop like:
The block in the top left is what the rest of the map is conposed of. It is 96x128 (designed as 32 size chunks.)
I will have a class called Entity:
The block in the top left is what the rest of the map is conposed of. It is 96x128 (designed as 32 size chunks.)
I will have a class called Entity:
class Entity
{
pub…
This is my problem with the font engine. The white box shows what part area that the text should be in, but since I check to see if its partially visible, it includes the text.
Edit: While writing this I got an idea. I think that I can modify my code so that it takes a few extra parameter, resizing …
Edit: Also, as you may have noticed, I'm not going to be removing anything from the actual list, just crossing it off and changing its color to grey. This is so I can see what I thought I was going to need and what I ended up using. Also, I've been asked why I don't color which one I'm working on, …
Ok, I've been focusing on the bitmap font a little too much, but its got all the features that I want now, so I'm putting it a side and moving on.
Here's a little screenshot of it (the font that I used is the one provided by one of HGE's tutorials, 6 I think):
Full sized
Thats running the following st…
Here's a little screenshot of it (the font that I used is the one provided by one of HGE's tutorials, 6 I think):
Full sized
Thats running the following st…
I absolutely hate variable width fonts now. I started last night. First I had everything working right (or so I thought), but my frame rate would jump from 75-77-78-7 (not in that specific order, but I saw those numbers the most.) I was like wtf, 7!? So, I started profiling the code... profiling...…
Ok, I got the new list up. I'm just starting the graphics module. The Graphics and Texture classes are totally finished (at the moment, something might come up, but shouldn't). Input is also finished, of course. Audio is almost finished, I just have to add the manager class. All my thanks goes to R…
Ok, I'm almost finished with the engine.
As stated in my last post, I have the input module fully implemented.
I was working on the sound module yesterday, but I had some minor problems. First I was using the wrong lib files, and now only a tenth of the file seems to be playing (I am trying…
As stated in my last post, I have the input module fully implemented.
I was working on the sound module yesterday, but I had some minor problems. First I was using the wrong lib files, and now only a tenth of the file seems to be playing (I am trying…
Ok, I've been working away on the game, and I've gotten the basics set up. I eliminated 90% of the GUI, leaving only the button (since its all that I need.)
I have the state system hacked together, and everything seems to be working pretty nicely.
Edit: Oh, and disregard the list at the top of my jou…
I have the state system hacked together, and everything seems to be working pretty nicely.
Edit: Oh, and disregard the list at the top of my jou…
Just kidding, but that seems to be the theme of my journal so far, huh?
I've been working on the engine for the last few hours, and have a bunch of it fleshed out.
Dialogue, quest, and scripting is pretty much all that …
I've been working on the engine for the last few hours, and have a bunch of it fleshed out.
Engine
Vertex
Renderable
Widget
Text
Button
Input
Icon
GuiManager
BaseGame
Terrain
Item
Entity
Dialogue, quest, and scripting is pretty much all that …
Ok, it was brought to my attention tonight that I need to set deadlines and hold myself to them. So, I've decided that I'm going to do 2 projects: a simple 2D RPG (regular simple, not my simple) and a more advanced 3D RPG. The 3D RPG shouldn't take very long, since my brother and I have been workin…
Well, I didn't get any coding done over the weekend due to what I thought was a simple toothache, but turned out to be a infected tooth, YAY!!! Being as poor as we are, my parents couldn't take me in on saturday or sunday (since it would have been charged as emergency and cost us double.) So we had…
Well, thanks to Raymond (EDI), I've got texture splatting working. Here it is:
The only thing I don't like is that it requires ps v2.0, but by the time I release the game, that'll be pretty much standard.
In other news, I've reworked the list from the last post:
FEATURES
The only thing I don't like is that it requires ps v2.0, but by the time I release the game, that'll be pretty much standard.
In other news, I've reworked the list from the last post:
FEATURES
- Terrain based maps
- Mouse oriente…
Ok, so I lied, again. I was planning on working on splat maps and doing 3D terrains and such, but I can't seem to figure out the concept of splat maps. So, I'm working on a somewhat simple 2D RPG called Quest for the Dragon Forge. I say somewhat simple because its going to be mouse oriented, with a…
Ok, my next post is going to be updated for a while. I'm going to be messing around with splatting trying to figure that out (I have a nice running start thanks to EDI). So, everyday I'll probably post something in it with a screenshot and some source code and hopefully it will help somebody else o…
Ok, I got about half way through recoding (read "hacking") my engine, and it looks horrid, and ugly, and guess what... it doesn't work now. So, I guess its back to the drawing board AGAIN... I'm starting to think that I'm never going to get it done. But, I now know all of the code required for the …
I found #REMOVED# and just had to pass it on.
Oh, and I finished my texture pool and vertexbuffer class. On to my indexbuffer, yay!
Edit: Ok, I removed it because I found some websites that just had endless insults and such because some people just can't take the fact that they don't catch on quick, …
Oh, and I finished my texture pool and vertexbuffer class. On to my indexbuffer, yay!
Edit: Ok, I removed it because I found some websites that just had endless insults and such because some people just can't take the fact that they don't catch on quick, …
Sorry I haven't posted guys, I've been screwing around (playing KotOR, KotOR II, Half-Life 2, and CounterStrike: Source).
Is it just me, or is enumerating device support for Direct3D a extremely difficult? I had the code right in front of me and I still worked on it for like 8 hours. But, I have it …
Is it just me, or is enumerating device support for Direct3D a extremely difficult? I had the code right in front of me and I still worked on it for like 8 hours. But, I have it …
Well, that day finally came. I was going to kick myself in the balls, but I guess my engine decided that it'd do it for me. I found a MAJOR flaw in the engine today, along with several small ones, mostly having to do with the way I designed my Manager class. So, I'm spending tonight and tomorrow fi…
Ok, I'm done working on the terrain at the moment. I want to get some of the other, non-map determined stuff done (by map determined, I mean it does matter whether the game is 2D/3D rectangle/iso/hex, other than position of course). My brother is coming over and I'm going to have a serious talk, be…
I worked for hours on end and my fingers are nothing but bones (ok, so I spent like an hour and a half on it):
(Character set was not made by me, it is a modified version of one of the template character sets for rpgDS.)
The character walks and stuff (minus the 'and stuff'). All 8 directions work, an…
(Character set was not made by me, it is a modified version of one of the template character sets for rpgDS.)
The character walks and stuff (minus the 'and stuff'). All 8 directions work, an…
Ok, I have a bunch of screenshots. I just finished the scrolling map part, so I'll be posting some 2 part screenshots too. And, they're all in png format:
NewScreeny.png:
TestScreeny.png (no corner fringes)
GardenScene.png (no corner fringes)
PaintBallScreeny.png (no corner fringes)
I'll be adding more …
NewScreeny.png:
TestScreeny.png (no corner fringes)
GardenScene.png (no corner fringes)
PaintBallScreeny.png (no corner fringes)
I'll be adding more …
Well, I've made some new tiles and I must say, I really like them. I'm still talking with my brother about how we want to do the maps. I'm leaning toward isometric or hand drawn backgrounds with overlays. He wants to do 3D, but he understands that I just can't at the moment. Heres a new screenshot …
From now on, when I'm developing something and a I end up doing something that I think is useful, I'm going to post it. Most of the time I won't modify the code at all (like in the following snippet I didn't take out my engine specific code), so you may have to modify some of the code, but the base…
Ok, I haven't been working on the engine for the past few days, I've been playing KotOR, and tomorrow I'm starting on KotOR2. I did manage to upload a demo to show the fringing and I changed the fringes (they don't look as crappy now). You can download the demo here. The only thing you need to run …
Well, I finally got my fringings to work exactly how I want them to. I had to compromise and make every tile transition from grass, but it works just fine (its the same way they do it in RPGMaker 2000). I also have to do checks when setting the corner transitions, because the water transitions have…
Well, since I got fringing to work I've been playing around in a map editor I made to make sure it worked right, which (of course) it hasn't but that isn't what the problem is. I've been thinking that the fringing just looks awful for the most part. Thinking it was my graphics, I ripped some from a…
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