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About this blog

You are in a maze of twisty little passages, all alike.

Entries in this blog

 

26 Games 26 Weeks

26 Games 26 Weeks is about the community designing a game each week for 6 months and I make them. My Kickstarter campaign has launched and I need your guys help. It is all about making the games that you guys want to play. I am really looking for people who are interested in helping design and develop the games.

Please help spread the word!

The Kickstarter page:http://www.kickstarter.com/projects/41165200/26-games-26-weeks/


Azh321

Azh321

 

Side tracked

I first planned on working on the compiler today and maybe dabble with a net meeting like program that lets you view other peoples screens.

It turned out I worked on a key logger and making a class for the keyboard hook. Which I also used so that when I press SHIFT+CTRL+ALT no matter what window is active, my command line pops up.

Ugh, will I ever get anything useful done??

Who knows.

Azh321

Azh321

 

Celenite

Celenite

My third flash game, released a few months ago, based on Lumines but with my own twists. I really, really should have spent more time polishing the game, making it smoother, adding overall polish, and definitely putting in more sounds and graphics. I plan to do so soon, after I finish game #4, along with adding a bunch of new features and release it as the sequel.

Let me know what you guys think!

Azh321

Azh321

 

Lame Game #1: Hypertac

Hypertac

Scroll down for pics and download link!

My first game, start to finish. Use WASD to move and either hold space to fire (slow) or you can tap M to fire fast. Once you run the game, give it a few seconds to load, sorry its so slow. Also forgive me for the large download size, the sound files are all mp3.

Tomorrow I will give details on my little adventure of making this game and some very good advice for other game developers working on their first game. I will also reveal my next project that is much more ambitious.

Tell me what you guys think! Flames welcome. :)

Download link: Hypertac

Screenshots:




EDIT: Changed the bmp's to png's. Sorry steve :)

Azh321

Azh321

 

Bullet holes? Yum!

STILL NEED A 2D ARTIST
Havnt been working much on Game 2, mostly because of a bug I cant fix in one of my types of doors. Guess im stuck with sliding doors :/ After a few snags tonight, I got bullet holes to work! Yay. Also, I think my lack of motivation is due to not finding someone who is willing to do graphics for the game. That along with my lack of design, is making this project barely trudge along. Temptations to start a different project are creeping up... anyways, heres the bullet holes in all their glory (theyre that big for debug purposes):


Really wish someone would help me out and do some artwork for me... COUGH COUGH... check out my Help Wanted post!

EDIT:
Made the holes smaller and also made the vertical spread (which is random) better.

Azh321

Azh321

 

Tunnel Syndrome

My second flash game, Tunnel Syndrome, is out.

This is my first flash game that was done completely done by myself. It seems that the number one factor for making a popular game is POLISH. You can have incredibly simple gameplay that has been done over and over, but as long as it is very polished, it will be popular.

My other flash game, Stay Up, received about a 3.2 out of 5 starting rating. Tunnel Syndrome received a 2.85, this is obviously because of the lack of polish, lack of testing, and bugs. Atleast I learned the lesson of test, test, test, polish, polish, polish.

The law of exponential returns is true.

Tunnel Syndrome

Azh321

Azh321

 

My first Entry

Hi! This is my first journal entry. Ive been dieing to get a journal for sooo long. Finally I got one! Ive been a member for a while but im sure hardly anyone knows me.

Im a sophomore in high school and have been programming for a few years now. I usually use C,C++, or C#. The two kind of projects I usually work on are either games or compilers/interpreters for my own programming languages. But latly ive started to get more and more into gamedev so I thought this journal might help keep me motivated. Ill post some things about my game/engine, which I have a working prototype for the engine, but im rewriting it and switching from OpenGL to DirectX. Lets see how it goes, Ill make sure to post again tomorow!

Later ;)

Azh321

Azh321

 

First Flash Game

I released my first flash game!
http://www.newgrounds.com/portal/view/513319

It was a collab with a buddy of mine. It was just a project to get me up to speed with flash, which is extremely easy to use. Im working on my own project now with it, it should be done in about a month.

Go play STAY UP and give it a good rating!

Azh321

Azh321

 

Hm.

I downloaded MS Visual C# 2008 Express and thought id play around with C# since I havnt used it in over a year.

Then I was thinking about the idea of making a compiler that compiled to CIL so I just wasted my whole day on messing with CIL.

If anyone knows MSIL/CIL out there, please tell me why this causes a runtime error:

.assembly hello { }
.assembly extern mscorlib { }

.method static void main()
{
.entrypoint
.maxstack 1

ldstr "Hello, World!"
call void [mscorlib]System.Console::Write(string)
call string [mscorlib]System.Console::ReadLine()

ret
}





It worked before I added the ReadLine line so it obviously has something to do with that.
Also, I have .net 3.5 but the highest version of ilasm.exe I can find is 2.0yadayadayada, isnt there a 3.0 or 3.5 version?

EDIT: Fixed the code. Guess I cant leave stuff on the stack! So I made a variable and popped the top value off the stack into it. Isnt there a way to just pop off the stack without having to do anything with the value?

Azh321

Azh321

 

Here You Go

Benryves asked..


Using a pair of wire strippers as a prop, im showing off the lovely AVR, my messy wiring, the lcd once again, the programmer on the far left, and me with a shirt on this time. Im still new to electronics. Im trying to figure out how to get this push button I have to work, I believe its SPDT? Perhaps someone (benryves) can shed some light on how to make a lil demo with it?

Azh321

Azh321

 

Game 2

Game 2, my new project, is a "fake" 3d first person shooter, similar to Doom. Though I hope for it to have better graphics and music (I will be posting in the help wanted section for a 2d artist soon) than Doom, it will probably have less features as far as gameplay. Things such as multiple levels (as in altitude, ie stairs, ledges, raising platforms, ect) adds far too many obstacles for me (auto-vertical aiming is one of them, along with many others), this is just a hobby game afterall.

Features I plan on the game having:
4 or 5 different weapons
Pickups
Different types of mobs
Multiple levels
Atleast 1 boss
Lighting
Doodads (with some of them being destructible)
Decent hud

Things already in the game:
Basic movement and strafing
Collision detection
Doors
A base enemy that makes it pretty trivial to add other types
Two different weapons and it will also be trivial to add more
Fog

Next things to add:
Decent hud
Ammo (and being able to run out of ammo and having to reload)
Better graphics!
Everything else.








Azh321

Azh321

 

Im back...again!

So ive been extremely busy/lazy with school. Im trying to get back into the habit of programming, but its tough. I have however, released a game since I last posted, which I will post on here soon enough. Ive also managed to make two games that are about 90% done, a sequel for a game using the same engine thats about 50% done, and dozens and dozens of prototypes when I was looking for a future game to make.

So sometime today I will post about my Lumines-like game that I released a few months ago. My original goal was to finish 2 other games during my spring break but thats not gonna happen...

:)

Azh321

Azh321

 

Fathom Update

I am about to make the third revision to my virtual cpu, Fathom. This last one should support just about everything that I plan to add to it and there shouldnt be any more major changes after its complete.

But there are some design decisions I have come to, specifically about the instruction set. The Z80, IIRC, uses up to 4 or 5 bytes for certain instructions. But I orginally wanted Fathoms instruction set to use only a single byte per instruction, though thats impossible if it has a 16bit address bus. Now, I could squeeze most of the instructions (such as all of the variations of the LD instruction) into a single byte, if I cut down on the number of registers and such. But I didnt like that idea, nor did I like the idea of having to do something like
LD R0, 5
LD R13, R0
Instead of being able to do:
LD R13, 5

So I guess what im going to do is only have the core instruction in the first byte. What I mean by that is, LD RX, RX will have its own instruction and be expecting the next byte to specify which two registers it is acting on. I could also go somewhere in the middle of these two choices, some instructions fit all of the variations in the first byte, while others expect a byte after it.

Does anyone get what im saying? Or even care? :)

Azh321

Azh321

 

Meet Lask

Thanks for the feedback guys.
I need some comments on the problems below.
Read this. Then gimmie feedback.

Ive gotten a lot of progress on the game but first let me tell you a little bit about the game!

Game Idea:
Its a 2d side scroller with very simple graphics. You control Lask. The game is unique because
it will have an 'Action' button like in Resident Evil 4 and many other games that lets you
interact with different objects in a certain way.

I want the 'Action' button(s) to basically be the main aspect of the game. I already have a
lot of sprites of Lask doing all sorts of different actions. You may only see certain animations
once in the game.

I want each level to be very unique and be different than all the other levels in the game
as opposed to most side scrollers such as the mario or megaman games where you play the same
way in every level throughout the game. Each boss will also be completely original in terms
of how you fight each individual one. (think Shadow of the Colossus)

Current Progress:
You can sit idly.
You can walk.
Theres a transiton sprite for changing from left/right.
You can run, by double tapping the left/right key.
You slowly speed up when running. Once you get to max speed, which doesnt take long, you will
skid if you stop or change directions.

Problems/Concerns:
I'll worry about getting the animation speed just right later on.
I wish I had someone to do the graphics for me, I always imagined a simple stick
like figure, but I also wanted the animations to be VERY smooth.

#But my main concern at the moment is should the player skid when he stops running?
#Should you auto run and not even have a walk?
#Should you gradually go from walking to running or should I keep it how it is where you have to double tap the button to run.

Please give me your opinions!

A lot of stuff is still up for debate and just about nothing is set in stone for the game just yet.
I'll probably put up the current build for you guys to try it out within the next few days.

Im not sure what im going to work on next, but im not happy with the movement system so ill probably go tinker with that.
Thanks!

Edit: I made a help wanted post for this game. I need a 2d artist, a designer, and someone to do the sound/music. Clicky

Azh321

Azh321

 

Recap

If you havnt tried out my game, Hypertac, please do. Scroll down for pics. Play through all three levels and beat the boss. It shouldnt take you more than a few minutes! DO IT! Hint: Tapping 'M' allows you to shoot a lot faster than just holding down the space bar.

Now on to a bit of a summary:

Hypertac was my first game that I completed from start to finish. The reasons I think I actually completed it are:
Its very simple.
I designed everything out first. This goes for gameplay aspects and internal code.
I made a todo list and worked through it.

Most people could probably make a game like mine, but 100 times better, in a single day. Well, I cant.
And neither can a lot of other beginning game developers. This feels like such a big achievement for me
and I hope other people trying to get into gamedev are reading this. So I have a few bits of advice for
anyone working on their first game:
Plan out how the games going to work internally, the more detail the better.
Know exactly how the games going to be, design before diving into implementation.
Break things down into tiny bits and get them done, one at a time. Make a very detailed todo list.

In other words: Plan, plan, plan, and plan some more.

But dont think everything went smoothly, oh no. I had originally planned for there to be basic background effects, like possible scrolling stars or a simple scrolling image. I kind of just left that out without even considering it. I also had planned for there to be 5 levels and there being 2 different types. One type being the Kill X Number of Mobs (which is what the whole game is) and also a Survive for X Minutes. I scraped that after some reorganizing and thought it would be too difficult and that my current implementation wasnt flexible enough to easily add in another level type. The only other thing I left out was a few details with the boss. I wanted the boss to fire at you (but instead I made him spawn more mobs) and also to "dive" at you in an arc. That I deemed too much work for what the game would gain from it.

I used to dive into a game, thinking I would design it as I go.
This is a definate nonono and is probably the main reason I have never finished a game start to finish.
Why is this so bad? You need to know how your code is going to be setup, for example your object heirachy
or even your basic game loop. Not knowing how my game was going to be, often left me with a feeling of not
knowing what I should add next, which ultimately led to me dropping the project. Also, not breaking down
the features/tasks into small pieces can cause you to feel overwhelmed, which is very easy to do. So plan
and get it done.

P.S. Backup your files :D

Azh321

Azh321

 

Fathom This

I am either too much of a loser or just too dumb too code anything else (or both), so I have been working on an emulator for a VIRTUAL cpu that I made up. It is extremely simple. It has a 8-bit wide data bus and a 16-bit wide address bus. It is based off of the virtual CHIP-8 (without the game aspects) and the infamous Z80.

Yes, this is 100% useless..but I have my reasons. Anyways, I have completed the majority of the instruction set. Including basic math ops, control flow, and bit manipulation. There are no interrupts or input/output instructions as of yet. Also almost all of the instructions act on 8-bit data and there are no 16 bit registers, that is something that still needs to be worked on. There are 16 8-bit registers, R0-RF.

The reason for this project is to setup an enviroment, though its virtual, that will allow me to work on Operating System concepts on a very simple 8-bit system.. and to hold me over until my AVR that I ordered gets here.

I will probably finish the instruction set, add some 16-bit registers, and then have the emulator hook any JMPs to locations in the first sector of memory, as to simulate a BIOS call. That way I can get started working on some OS stuff.. or what will more likely happen: rewrite the emulator after I find all the nasty stuff.

Can you say useless? :)

Azh321

Azh321

 

Lask Revision 4

Revision 4:
SUCCESS!


My goal was to get the running, jumping, and collision working perfectly.
I did it.

It didnt take much time on this revision (experience helps a lot :-p) but as I already knew, I would have to scrap this version because it would be a pain to make jumping the way I want it to be.

Goals for Revision 5:
For today:
Basic running
Height of jump is based on how long you hold the jump key down.
Collision with all 4 sides of walls.
To do:
"Dashing" by double tapping left/right keys.
Double Jump.
If you fall off a cliff, you can still jump but it counts as the second jump in the double jump process.

Azh321

Azh321

 

Code Has Errors

I have finally finished typing the 34 files of code found in Appendix A of the latest edition of the Dragon Book. All the files compiled just fine. So tonight I typed up the last package, parser, which is the longest file at 207 lines long. I get 3 errors, one of them was just a typo so I recompile. 3 errors again. I look at the errors and it seems they are NOT typos. :(

Which really sucks because I typed all this code up just for there to be errors in the code that was published. It really sucks because I dont even know Java so its going to be a pain to try to fix it. It looks like the errors that are coming up all have to do with the parameters not matching the function declarations. I will post the code so anyone who wants to look at the compiler can attempt to fix it. I will give you a cookie if you do!

EDIT: Here is the link to the zip containing all the code. Please note that this is not my code, it can be found in Compilers: Principles, Techniques, & Tools, Second Edition. I tried to type the code just like it was in the book, but I still need to go back and add in all the comments. Here is the code:
http://members.gamedev.net/fallingsky/DragonBookSource.zip

Azh321

Azh321

 

Wanna meet Lask?

Ahoy there!
I have made much successful progress on my new game, Lask.
I know my journal may not be as entertaining as other journals but im really trying to get this one going. So please leave me feed back!

Id love to write up a nice post that goes into what exactly my game is about but does anyone out there even want to know? Please leave me feedback and tell me. :)

If people care, I'll also start posting a day-by-day update of what I did to the game. I know I love reading that stuff, even the small inner working details, so if you would like me to start posting that kind of stuff,

Here is the main character:

See Lask.

See Lask walk.

See Lask run.

Azh321

Azh321

 

Glimpse

Core* core = 0;
core = new Core(factory,update);

Game* game = (Game*)core->newObject(TYPE_GAME);
Player* player = (Player*)core->newObject(TYPE_PLAYER);

bool a = core->deleteObject(game->getID());
bool b = core->deleteObject(player->getID());
bool c = core->deleteObject(player->getID());

std::cout



Output: 110

Thats a glimpse of my core lib. Thanks to Raymond Jacobs for all his help.

Azh321

Azh321

 

:)

It speaks the truth:

(sorry about the chub and the quality, all I have is my webcam)

Azh321

Azh321

 

Let There Be Light

Button Not Pressed:
Button Pressed:

If youve been reading my journal the last few days, I decided to dive into the land of electronics and microcontrollers. My ultimate goal is to get a keypad wired up and use this simple 8 bit "computer" to learn more about Operating System design. Tomorrow or thursday hopefully I will have pictures to show off a simple game using my single push button.

:)

Azh321

Azh321

 

Yay!

.assembly hello { }
.assembly extern mscorlib { }

.method static void main()
{
.entrypoint
.maxstack 1

ldstr "Hello, World!"
call void [mscorlib]System.Console::Write(string)
call string [mscorlib]System.Console::ReadLine()
pop

ret
}



Azh321

Azh321

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