Beals Software

Profile
Springport, MI
Information and media regarding our current project.
1,172 comments
1 followers
707 entries
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Programmer16
October 30, 2011
Mandingo and bsupdater
It was brought to my attention that I had not posted an update in a while, so I thought it might be a good idea. The template system follow up will have to wait until a future post as I haven't taken time to fix the issues with it or write any in depth about it.

I have been working on a 2D RPG engin…
815 views
Programmer16
August 15, 2011
Lua Snippet Templates
I've spent the last couple hours implementing a Lua editor snippet template system (that is quite a long name, I'll need to fix that.)

The idea behind the system is that I can create an XML file like:


and it loads into a Windows Form l…
1,193 views
Programmer16
August 09, 2011
Added Level of Security
I've been working on a profile type system and I was thinking, why not tie accounts to computer names? There are two ways I can think of implementing this:
1) Tie it directly to the computer account (user account name and/or computer name)
2) Use a domain style system

With the first way, when I inst…
649 views
Programmer16
June 30, 2011
Bad Design Decisions
First off, this entry, as with all of my entries, is purely my opinion. If you disagree with anything in it, I am always up for a good debate.

Second, this entry is spurred by an decision that Blizzard just made that has frustrated me (regarding WoW.) This ties into my last entry about inventories. …
654 views
Programmer16
March 30, 2011
Gaming Inventories
I've been working on designing an inventory system for an RPG and I've come to the fork in the road where I need to decide which method I want to use to limit the inventory. The main options are space and/or weight.

Examples:
World of Warcraft uses a strictly space-based system.
Oblivion uses a strict…
662 views
Programmer16
March 09, 2011
Parkour Ninja
As I have nothing of my own to put up that is game related, go check out Parkour Ninja at et1337's journal. It's awesome!

I'm still working on transition into the new schedule. The going from a sleep at 7am, up at noon schedule to a sleep at midnight, up at 7 schedule has actually gone pretty smooth…
487 views
Programmer16
February 12, 2011
New Job
I received the good news a couple days ago that I'm getting a new job which I'll be starting on the 22nd. So, I'm going to be switching modes to the Weekend Warrior so that I can spend nights, on the days that I work, with the family.

For now, I'm off to bed.
901 views
Programmer16
February 04, 2011
Editor V0.3
The editor is moving right along. I was at 9 items on the to-do list last night and I finished one of the biggest ones out today (obviously I'm sure there are still bugs and tweaking, but it's "finished.")

Here's a shot from last night (this morning):

Read more in Beals Software

559 views
Programmer16
February 02, 2011
Editor
Just a quick update; I started working on an editor for a project I'm working on:



Most of it isn't implemented yet, just kind of a basic layout I threw down. The center panel is what I'm working on. I've created a UserControl that con…
701 views
Programmer16
January 28, 2011
SSP Prototype - Moving Platforms



After a lengthy refactoring of my collision manager, I've implemented moving platforms in the Side Scrolling Platform. This screenshot requires less explanation as I've removed the debug text and rendered the actor's names.

- Platfor…
798 views
Programmer16
January 27, 2011
SSP Prototype



And yet another game prototype, this time a side-scrolling platformer. As with the CRPG prototype, not as "progressed" as the TDS because I spent most of my time tweaking the simple physics and getting the collision detection working…
563 views
Programmer16
January 25, 2011
CRPG Prototype



Another game prototype, this time a classic RPG. I didn't get this one quite as far as I did the TDS because it's systems are more involved and the classic RPG point-of-view isn't as easy to implement. As you can see though, I got en…
793 views
Programmer16
January 22, 2011
TDS Prototype


(The number in parentheses is their health. It's just there to make it easier to pick an enemy to test weaker weapons on.)

I was playing around with my code library and decided to code up a little top-down shooter prototype. Nothing e…
589 views
Programmer16
January 18, 2011
A little prelude...
[subheading]Original Version[/subheading]
Our world used to be a much different, more mystical place. Man had the ability to harness the elements and wondrous creatures roamed the land. However, a war was waged between the Ancients and man. In the end, several powerful beings sacrificed themselves t…
801 views
Programmer16
December 04, 2010
Cottage WIP 2


I'm still calling it a WIP, but I probably won't finish this. I really just wanted to throw something together real quick to get an idea/learn the UI a little better. It was made using Milkshape 3D, which isn't bad but, even after all this time, it still feels unpolished. Don't get me wrong, it's a…
615 views
Programmer16
December 03, 2010
3D Modeling
I've started playing around with 3D modeling again. I figured I'd start with non-nature meshes, so my first choice was a small cottage. Didn't have much time tonight to work on it, but here's about 30 minutes of work:



Nothing magnificent; 52 tris so far. My biggest problem will be textures and anima…
517 views
Programmer16
November 20, 2010
Non-team-based Multiplayer and Ganging Up on the AI
I'm currently working on a game that isn't exactly "team-based." You can form alliances with other characters, but alliances can come and go. Now, I'm contemplating adding multiplayer via TCP/IP, but I'm concerned about one issue: the human players just forming an alliance and wiping out the comput…
501 views
Programmer16
November 08, 2010
Untitled
I've hit a little snag. The way my provider system works is by caching (so that a resource is only loaded once.) The problem is that it's causing me to not be able to play the same sound effect more than once at a time.

I also need to implement notifications so that I can tell when non-looping sound…
427 views
Programmer16
November 06, 2010
DbAudio
I finally got around to adding audio to my library. Its not finished, but I've got regular loading (for sound effects) and streaming (for background music.) At the moment, my to-do list sits at:
* Provider (my library's "manager class")
* Config class (for managing user settings)
* Listener system (fo…
437 views
Programmer16
October 28, 2010
Finishing Up The Font Engine
Well, I lied. I was going to write an entry about the text object and text effect system, but I can't do that because I've omitted the text effect system. I'll still do an entry about it, just not today.

I've finished up the first version of the font engine. I still have some features I want to impl…
1,396 views
Programmer16
October 27, 2010
Untitled
Still on fonts. While on break at work today, I realized that the scrolling crap doesn't belong in my font class, so I've removed it. I also cleaned up some of the code and fixed my measuring (which fixed a few of the graphical errors I've been dealing with; mainly characters that are too close tog…
423 views
Programmer16
October 26, 2010
Font Engine
I got into working on the UI system and I realized that I hadn't finished the font engine. So, I went back and started finishing that up. I reorganized a bunch of it, fixed a few errors, and added some functionality. One of the big things I added was built in support for scrolling. I might end up p…
669 views
Programmer16
October 23, 2010
Untitled
I'm still really interested in your input on the questions from my last post about game UIs.

For my system (for now), I've decided to just stick with a plain, texture-less implementation. HOWEVER, I have pretty much designed so that I could add textures at a later date (or even a skinning system <…
405 views
Programmer16
October 22, 2010
Untitled
I still haven't returned to working on JFMEditor yet. I'm finding it hard to be motivated to work on it, because I just don't find the game interesting at all. From my point of view, I wouldn't want to play the game; I don't even want to make the levels for it. I am going to finish it because then …
698 views
Programmer16
October 18, 2010
Untitled
I've put JFM aside for a few days while I work on a couple other things.

I worked on LUA the last two days; trying to get some sort of system setup to allow for scripted scenes in my next project. The details for that are in my forum thread about it.

I worked on LUA most of today as well, but for the…
469 views
Programmer16
October 14, 2010
JFMEditor
I don't have much to report as I've been working my butt off to get this editor finished. Kind of makes me sad to see that I've only knocked two things off of my list, but the map editor was a big one (makes up about a third of the whole project.) I also took the time to separate one of the control…
507 views
Programmer16
September 29, 2010
Minor updates
I've done some minor updates to the base framework. The system now automatically calculates how far an object has fallen. Every object also requires a string ID now.

Beyond that, I implemented an actual command console. It's simple right now, but I plan on converting it to use LUA scripting. It supp…
446 views
Programmer16
September 24, 2010
Untitled
Got object-controllers implemented as well as improved the built-in level editing capabilities (still have a lot of work to do in that area, but it's not my main concern.) This is a test level that I implemented; dedicated to my fiance Cierra (sadisticangel16 on the forums.)

Off to bed; I have a lon…
500 views
Programmer16
September 22, 2010
Untitled
Quick update, then I'm off to work.

I've got the basic mechanics implemented: score, health, damage, and pickups.

The only thing left for this prototype is:
* AI (Will be very simple; walking back and forth only.)
* Death
* Lives
* Level system

456 views
Programmer16
September 20, 2010
Untitled
I got the animation system in place and I've upgraded my rendering library to support flipping textures horizontally and vertically. So, I implemented my AnimatedMapObject class and tested it out using some placeholder sprites. Really hard to show via a plain screenshot, but it's all I have at the …
522 views
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