Springport, MI
Information and media regarding our current project.
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…
I have been working on a 2D RPG engin…
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…
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…
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. …
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. …
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…
Examples:
World of Warcraft uses a strictly space-based system.
Oblivion uses a strict…
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…
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…
[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…
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…
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…
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…
Nothing magnificent; 52 tris so far. My biggest problem will be textures and anima…
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…
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…
I also need to implement notifications so that I can tell when non-looping sound…
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…
* Provider (my library's "manager class")
* Config class (for managing user settings)
* Listener system (fo…
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…
I've finished up the first version of the font engine. I still have some features I want to impl…
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…
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…
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 <…
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 <…
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 …
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…
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…
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…
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…
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…
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…
Off to bed; I have a lon…
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 …
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