Journal of Aardvajk

Vague rambling with the occasional tangible result
1,927 comments
21 followers
744 entries
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Aardvajk
December 31, 2008
Milkshape Exporter
[WARNING - this post is very rambling]



My basic Milkshape exporter is working. The above is being rendered in a normal D3D application, having loaded the model from my own exported file format, including all the vertex normals for lighting.

The format is text at the moment, using my XCS format for ea…
316 views
Aardvajk
December 30, 2008
3D models


I decided recently that I need to get the hang of 3D modelling, so I spent about two hours today building the above body shape for practice. It isn't going to win me any awards, but it is a lot better than any previous attempts I've made and I've learned quite a lot about Milkshape in the process.

I…
238 views
Aardvajk
December 25, 2008
Happy Christmas
Happy Christmas!
302 views
Aardvajk
December 12, 2008
Bleh
Weekend Tales was a bit thin on the ground this week. I can't believe I made it in for putting my present blocks back in Udo.

Especially since I've now taken them back out again for being too much of a Mario rip off. [smile]

Having stolen the basic 2D scrolling platform concept (not alone in this, I …
352 views
Aardvajk
December 08, 2008
Present blocks


Got the present blocks in and working again. They can optionally have a pickup inside them and when you bash them from beneath, the pickup flies up out of the top.

You can also knock the sheep in the air with them if they are on them when you hit them.

Next up I need to start thinking about moving pl…
236 views
Aardvajk
December 05, 2008
ISP

ISP

YAY! My new ISP works lovely.

(And so far, no herpes Phantom).
242 views
Aardvajk
December 02, 2008
Udo demo


HERE'S A QUICK DEMO showing the progress on Udo so far.

Left - left
Right - right
Down - duck
Space - jump

Press down while in the air to perform a downward spin attack to kill the sheep.

Press space while ducking to drop down from one level to the next (where possible).

Don't touch the sheep when not spi…
421 views
Aardvajk
December 02, 2008
Udo updates


After the depths to which we quickly sank in the comments to my last post, I shall just briefly say that my Sky+ TV service is now all installed. I now have over 200 channels of crap to choose from, the only real net effect being that it will now take me far longer to figure out there is nothing on…
288 views
Aardvajk
December 01, 2008
Udo updates


Got a few little details updated on Udo.

Firstly, I've updated the GUI I stole from my previous project to work via the keyboard rather than the mouse. I don't like having a game played with the keyboard suddenly switch to mouse input when dealing with the menus.

This was pretty trivial really.

Second…
250 views
Aardvajk
November 29, 2008
Untitled


Random Udo screenshot, not very interesting.

Seem to have found a solution to the problem I outlined last post. I've stopped floor()ing the vertices before I render the sprites, which has removed the major jitter.

The new jitter was being caused when you pushed into a solid object from the left side …
246 views
Aardvajk
November 28, 2008
Hmm

Hmm

Got a bugger of a problem with this interpolation lark.

In order to get sprites to render pixel perfect with filtering on, I need to floor() my drawing co-ordinates before I render so that the vertex co-ordinates line up with those theoretical edges of the texture co-ordinates. See Drillian's journa…
264 views
Aardvajk
November 25, 2008
Udo

Udo

Getting a bit fed up with Pod so I've decided to go back to working on Udo again for a bit.

I'm at least apparently stabilising down to working on a handful of projects now so I'm not treating this as abandoning Pod, just picking up an older project again.

Udo is still going to be a from-scratch rewr…
300 views
Aardvajk
November 22, 2008
Untitled


VIDEO

Basically, I've added in some other solid, moving objects to the level and got the interactional physics between them all working. It is okay. There is an occasional stacking jitter, but I'll worry about that later.
226 views
Aardvajk
November 21, 2008
Just a quick update
Been a bit of a slow week in terms of Pod really, but just a quick update. Nothing worth screenshotting really.

I've made the main character's sphere look a lot smoother. Because I'm still fresh off the Ark, I'm still using bitmaps as the image format of choice and my sprite format converter combine…
277 views
Aardvajk
November 15, 2008
Untitled


Now that I've shifted to using a separate set of polygons to do the first-stage map collisions, I realised that there was no reason not to have slopes like the above.

This was previously a bit out of the question due to the way I was welding map shapes together to avoid catching on false edges - add…
240 views
Aardvajk
November 13, 2008
First demo release
Decided it's time to release the first playable demo.

LINKY LINKY LINKY.

It's in an NSIS installer, but I can't figure out how to do an All Users/Current User option in the installer at the moment, so it only installs for the current user.

W, A, S and D to move. Click and hold left mouse to fire and s…
575 views
Aardvajk
November 13, 2008
Installers and stuff
Had to come home from work sick today, so I've spent the day more productively than usual [smile].

First up, I've updated my SAT code to precalculate all the unique normals for the Shapes::Polygon class to speed up (in theory, no profiling done) the SAT tests by reducing the number of projections.

Th…
325 views
Aardvajk
November 12, 2008
GUI updates


Further to the GUI, I've just finished implementing the "selector" control as seen in the rough-out of the graphics options above.

The arrows either side of each option light up on mouse-over and allow you to scroll up and down the options. The options are requested from the main program when the wi…
297 views
Aardvajk
November 10, 2008
Pod GUI


Finally got to starting work on the GUI for Pod tonight and have had a very productive er, many hours.

The screenshot doesn't do any justice to how cool this is, so there is an OBLIGATORY MOVIE SHOWING IT OFF for your viewing pleasure. About 1.1 meg WMV in a zip as usual. Very poor quality, but hey.…
333 views
Aardvajk
November 08, 2008
Polygons


I've added the feature to the map editor to allow you to define polygons with the mouse and they are now saved/loaded to and from the XCS level file.

It's a bit hacky - there's nothing to stop you defining non-convex polygons but I'm not really bothered.

It only actually took a couple of minutes to d…
221 views
Aardvajk
November 05, 2008
Pod Collisions
Discovered a major problem with the way map collisions are being handled in Pod.

I was messing about making the details of the main Pod load from a config file rather than be hard coded and randomly gave Pod a radius of greater than 24, so a diameter of more than 48, which is the size of a map cell.…
336 views
Aardvajk
October 31, 2008
No updates
No updates worth posting. Been too tired. End of month today and we just beat target, though only by nicking turnover from next month so, as usual, next month will be slightly worse than this month. I think this is commonly known as vanishing down the plughole.

Have a job interview on Tuesday. Don't…
268 views
Aardvajk
October 28, 2008
Not a very good day
Grr. Hate my job. Just been sending out applications for another one. Fed up with working 45-50 hours a week for the price of 40 and still getting treated like I'm not doing enough. Soon as I can find another job for the same or better salary, I'm off, recession or no damn recession.

Pod-wise, bit s…
263 views
Aardvajk
October 25, 2008
Stars
ANOTHER POOR QUALITY WMV IN A ZIP AVAILABLE HERE. 1.6 meg this time. CamStudio rocks the big one, but it appears there is a limit on the quality I can grap, even as the original AVI. Looks much better when actually running.

Well, I was going to do screen fading by having a load of rotating stars exp…
389 views
Aardvajk
October 22, 2008
Updates
NEW DEMO VIDEO AVAILABLE HERE! (About 2-3 meg zip file containing a WMV)

This video is a bit longer than the last few and shows off the undulating tar and the new neat-o explosion effect as described below.

As always, comments and suggestions are more than welcome. Thanks.



Right. Few things to tell yo…
419 views
Aardvajk
October 20, 2008
Tar pits


Can't possibly get the effect from a static image, but the black areas are the new tarpit feature. The undulate up and down at random and look pretty damn convincing.

It's basically a rectangular region with a mini-height-map that corresponds to each peak or trough. Each turn, each tarpit gets to mo…
486 views
Aardvajk
October 20, 2008
New video
Many thanks to ukdm for the heads-up on the excellent CamStudio for video capturing.

Fraps slows my game to a crawl while it is capturing, making it a bit hard to play normally. Using CamStudio, I don't notice any slowdown at all. Plus no big watermark or time limitation.

I've posted up a new video a…
248 views
Aardvajk
October 19, 2008
Video
Still not really ready to release a playable demo, but I thought now I've got the main character sorted, it was time for a video.

VIDEO.

Apparently I can't post WMV's on my webspace for some reason, so it's in a zip file. It's only about a 400kb download.

Apologies for the low quality, but I thought m…
186 views
Aardvajk
October 19, 2008
Pod

Pod



Made a decision this morning to have the robot arm come from behind the Pod rather than from in front.

This means I have a bit more freedom in the design of the Pod, hence the slightly more interesting character in the screenshot above.

I can do a left to right rotating animation for the eyes now. I'…
265 views
Aardvajk
October 14, 2008
Yeah...
Probably a two part post.

Firstly, been driving myself nuts trying to work out why my device reset was failing after alt-tabbing out then back in to my application, using the backbuffer method I outlined below.

As usual, Google pointed me straight back to GameDev and a comment from Evil Steve in a re…
294 views
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