Journal of Mephs

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Mephs
May 20, 2008
I'm not dead... I feeel fiiine... croak
Err yeah. I'm not dead!

The model exporter/loader isn't going to plan as well as I had hoped. I tried to go with an XML based format until I realised that the file sizes I ended up with were horrendous. I've been working instead on a binary chunked format similar to 3DS files, but obviously with …
976 views
Mephs
May 02, 2008
New Models :)
Just a quick post to mark the fact that my model export script for blender is now underway and is at the stage where I can export static meshes and see them in the game :)

It's not 100% perfect yet, texture coordinates seem a little off in places, which I think might have something to do with the wa…
898 views
Mephs
April 29, 2008
Let's make it all pretty!
Okay,

So with the successful refactoring of my rendering engine (up to a point where it will display 2d elements and static 3d models). I'm now going to work on making things look a little less amateur.

First off, I am going to develop and integrate my own XML-like skeletally animated model format. …
822 views
Mephs
April 25, 2008
Screenshots :)
Wahaay!! Screenshots at last :)





Okay, yeah, I know, the filtering is rubbish, there is no lighting, the model is bad, blah blah!

The point is that I finally got models rendering again :) I had to refactor my shader constant system again. The template madness proved to be too mad... or should I say …
943 views
Mephs
April 21, 2008
Refactoring almost complete :)
Woah... back again, who would have thought :)

Refactoring is now almost complete. I finally have rendering once more. I did have a screenshot, but it's on my home PC and I'm currently at work on my lunch break, but it was boring as it just showed my main menu screen anyway, so no major loss.

But ye…
833 views
Mephs
April 18, 2008
Refactoring underway :)
Well, two days in a row, lets hope I keep this up :)

Okay, so my refactoring is going well, in fact I have now got back to a stage where I can run my app again and see a cursor... the object rendering isn't completely up and running yet, but the framework is almost all in place.

I have to say that si…
875 views
Mephs
April 17, 2008
Back!!
So I finally got off my ass and signed up for GDNet+ again. Not like I actually meant to let the subscription lapse, but due to Paypal being something more akin to P.I.T.A.pal, I didn't have much choice.

Anyway, so yeah, this is a good point for me to start back on my journal again. I've finally w…
901 views
Mephs
November 21, 2006
Ugh...
Well, today will have to go down in history as either a) the day I almost worked in the games industry or b) the day I pi$$ed the games industry off (ouch!).

I had been offered the job, but the salary was a little below my expectation. I pushed for a slight increase but failed to get it, so I compr…
818 views
Mephs
November 20, 2006
Untitled
708 views
Mephs
November 14, 2006
Scoring system code looks an awful lot like partic
The text effect class is now working 100%. I was even that impressed with the results that I created a new improved bitmap font texture and added support for multiple fonts. The scattered random flyin effect looks great... even my step dad who is not very much into games was impressed :)

So, as wi…
1,017 views
Mephs
October 31, 2006
Making good progress

I now have the first steps of the texteffect class working... and it is even more flexible than I realised... I now have the text rotate around 3 times scaling the height so the text is flattened into a line. The text stops rotating and then grows to full height. This basically gives te text a fu…
719 views
Mephs
October 30, 2006
Okay, okay, it was all my fault after all...!
The physics is now fully integrated into my engine and works superbly. The slowdown bug I was experiencing was strangely nothing to do with the physics engine. I had a few strange slowdowns when the shuffler reached the edge of the arena and I had guessed that the cause was newton not being great…
745 views
Mephs
October 20, 2006
Untitled
I'm really starting to get into using Newton now. I've managed to get Newton working in a basic manner that doesn't have any hiccups any more. It works petty fast and accurately :)

So last night I started work on a wrapper class for Newton and managed to reimplement all the functionality I previou…
663 views
Mephs
October 04, 2006
New and improved bouncy things
I have now managed to get the Newton Physics SDK working in my Airhockey clone. It has taken quite a lot of hacking around to get the puck and shufflers to act correctly, but now they do, and having integrated Newton, I now have approximately double the framerate, so I'm looking at having framerat…
632 views
Mephs
September 21, 2006
Powerup Design
Thanks to the many helpful people in the game design forum, I now have a complete list of powerups for my game. I've whittled the list down to 20 powerups categorized into groups of 5.

I'm not sure how powerups will work yet; if they will be collected in-game or purchased between games, but I shoul…
660 views
Mephs
September 15, 2006
Orbs: Battle Arena
Well, it's been quite some time since I last made a post, but that is mainly due to the fact that I've been trying to come up with a killer design for a portfolio game that:

a) I will enjoy working on
b) is within my technical abilities
c) requires art assets that are within my ability to create
d) I w…
674 views
Mephs
December 06, 2005
It lives!!!
[Please excuse the language in the screenshot... if you are easily offended, don't look!! I had to include it though because it just makes the madlib :)]

Well... it's very very early days, I haven't got every single thing in the program functioning 100%, but I do however have enough functioning to …
682 views
Mephs
December 06, 2005
MFC Madness
Well... I wont go into as much detail as I had hoped to, but the post below is really just a list for my own benefit of things left to do on my project. I'm sure as always I'll think of loads more to do.

Anyhoo, I've started work on an MFC based editor for the madlib portion of the game. The neat …
764 views
Mephs
December 01, 2005
To be continued....
(I'll explain this later, lunchbreak almost over!!)

TODO:

- Player only collision objects to stop player from moving inside their goal? (or maybe we allow full freedom of movement instead?)

- Set a collision object at 1 puck radius distance behind the goal mouth that upon collision resets the puck and…
675 views
Mephs
November 30, 2005
Ramblings :)
Well... so okay I didn't get to post at lunch today what with having to work out what to buy for my housemates 30th which, like me, was left until the last minute (too engrossed in coding as usual), I think I brought some really nice thoughtful gifts though, so I don't feel too bad about it ;)

Anyho…
824 views
Mephs
November 30, 2005
Untitled
Well, just a quick entry as I'm off to work in a sec (hence the turtle icon!).

Last night I quickly changed the skins for the player shuffler, enemy shuffler and puck so they finally look different... I could play with them all looking the same but it sure as heck confused my girlfriend... so I thou…
746 views
Mephs
November 29, 2005
First Post!
Hey all,

First time using the journal system as I've only just upgraded to GDNet+ which to be fair is somewhat overdue as I've only been a member now for... oooh 5+ years!!

Anyhoo, I feel like I'm giving a little back to the community now, not just with my GDNet+ susbscription, but also I'm being mor…
790 views
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