I've been trying to decide whether a light or dark negative space is more functional, and which looks better. I'm a fan of the silohuette style, but I think I'll go with a nightclub theme- mostly dark with bright colors in the foreground.
Thank you for testing, Staffan! I wish I had a vista or win…
Its been awhile, but progress is being made on my fishy prototype. I have a friend that's mentoring me to help me finish this project. He's a lead designer at a game company right here in town. I'm starting to use some techniques from agile development to make a schedule and track my progress. …
Wow, its been another month already. I'm been making progress and killing bugs but I haven't finished a journal entry because I always feel like I'm explaining things in a way that isn't understandable or interesting. Anyway, I'll have gameplay-relevant entries soon. This one's about organizatio…
Here's the player's character at (almost) full size.
The control scheme is like Asteroids with a cursor. The direction you move the cursor is the direction your character faces. The cursor's distance from the player determines the character's speed, and where you looking. You could previously zoo…
Demo Download(win32)
Lately, I've been working on my top-down, sea-creature game. The basic idea is that you explore, find prey to eat, and avoid predators. Its really a labor of love. I've made a lot of progress since the last update but I'll post smaller updates instead of one giant entry.
A t…
I just posted my sprite render script (for 3dsMax) here at ScriptSpot. I don't know if any gamedev journalers use Max or need rendered sprites, but here it is! More info here.
Aquarius Demo (with Ninja Demo)
Here's my water game prototype so far. There isn't anything to do except bother the snakes. Today, I did some profiling with the Shiny profiler, made the level update loop more efficient, and suddenly my app runs faster with vertical-sync on than without. What the he…
I've been learning CSS and thought it would be fun to make my journal match my site. You can get to my site by clicking on the flag at the top. There's hardly anything there yet, and I'll probably repost some significant posts from the last year. I have plans to post my custom model format spec wi…
For the first time, I've separated my engine code into its own project and built it as a static library. It was laughably easy. Not arrogant laughing, but relieved laughing. I've never had the need to build a library, or enough common usable code to warrant doing so. I have a GUI editor that inhe…
I've finally done away with the sprite data files and put the data directly in to the entity-XML file. Now the object type, name, collision model, image filenames and type info (diffuse, normal, etc), all the sprite animation data, and actions (sprite linkage) are all in one file for each entity. …
Ok, I finally uploaded the demo! I also have a new name that's much more fitting for me than this 'robot' business. Thank you Drew!
Demo (win32)
If you want to fly, just hop on one of the green guys and start shooting them. Stickybombs ('n' key) are the best for keeping them away from you. There's a…
Demo (win32)
If you want to fly, just hop on one of the green guys and start shooting them. Stickybombs ('n' key) are the best for keeping them away from you. There's a…
Ok, I finally uploaded the demo! I also have a new name that's much more fitting for me. Thank you Drew!
Demo (win32)
EDIT:
Demo 2
If you want to fly, just hop on one of the green guys and start shooting them. Stickybombs ('n' key) are the best for keeping them away from you. There's an elusive bug in…
Demo (win32)
EDIT:
Demo 2
If you want to fly, just hop on one of the green guys and start shooting them. Stickybombs ('n' key) are the best for keeping them away from you. There's an elusive bug in…
My self-imposed deadline is this weekend, so I'm almost out of time. I've learned a lot and managed to make a significant amount of progress on my project. My "engine" isn't complete or even ready to make a respectable game, but it should work just fine for the prototypes I'll be working on. I'm …
GameJolt has a contest going on with the theme, "shocking". Entries are due Friday before midnight. I'm going to try to whip up something to put my tools/skills to the test. It will force me to stop procrastinating with some things that I must do, such as using custom resource files. I'm going t…
Ok, hopefully this one works for everyone. I've completely done away with my awful filesystem and replaced it with something very simple. I've tested the app on an old laptop without MSVC++ installed, and it worked fine.
Weapons Demo (.zip) Win32
I'd be interested to know if/how it runs on your syst…
Weapons Demo (.zip) Win32
I'd be interested to know if/how it runs on your syst…
Windows Demo (.zip) (untested for Vista/7, should work fine on XP) 8.5MB
I'd be interested to know if/how it runs on your system. Any comments welcome.
IMPORTANT: The first line in "config.cfg" needs to be the path of the folder. If it doesn't work, please let me know. Also, a value of '1' for VSYNC …
Sadly, I haven't done much for the project in the last few weeks. My only excuse at the moment is that I've just built my new computer, and I'm in the process of moving everything over. Reinstalling everything will take a day or two. Quick specs:
CPU: AMD Phenom X4 940 3.0Ghz
Mobo: Gigabit GAMA790-…
CPU: AMD Phenom X4 940 3.0Ghz
Mobo: Gigabit GAMA790-…
I was sick of having to exit my app to switch to fullscreen, and finally implemented a fullscreen toggle method. I thought someone getting started with SDL and OpenGL could benefit from knowing how I do it, so here's a mini-article:
There isn't an easy way to do a fullscreen-switch with SDL and Open…
I figured out what was wrong with my system, and I can hardly believe the truth. I had given up, formatted, and reinstalled windows. I was installing the latest graphics drivers when I decided to turn off my firewall (and unplug the cat-5) because it kept giving me Allow/Block options and slowing …
I've managed to make a weeks' worth of progress in the last month.
I've recovered the same playable functionality that I had months ago, but it now uses a better system.
I've also improved the level editor slightly. I'll post more soon. Oh, I'm using a shader that reduces the contrast of the backgro…
I've recovered the same playable functionality that I had months ago, but it now uses a better system.
I've also improved the level editor slightly. I'll post more soon. Oh, I'm using a shader that reduces the contrast of the backgro…
The Entity Editor is now the Sprite Editor and works exclusively with the Sprite class. I'm going to make Entity into a subclass of Sprite ( and call it CollisionObject ) because there will be much fewer entities without a sprite to render (like triggers) than sprites that don't have collision mode…
I really want to have something to show for all my effort this year. I always underestimate how long it will take me do anything, so I'm going to say it will take me until June. I mean really, I just want to finish a SINGLE level prototype so I have something to show, but I approached this project…
The revolute and prismatic joints now have an interface for adjusting their joint limits, and the limits are drawn correctly on the joints. Joints can be selected and repositioned, too. Bodies and shapes can now be copied by Crtl-dragging them. I spent a good amount of time trying to make it possib…
I've had some good progress on the Entity Editor. I have my first joint working, only a revolute (rotator) so far. Each joint requires that two bodies be selected, but since I don't have the ability to select multiple bodies yet, I just had it keep track if any extra body that's below the selected …
Ok, here is a video of the GUI editor, and Entity editors. It starts with the GUI editor, and I admit that I didn't do a great job showing the features of it, but then it shows the entity editor, and the ability to create shapes, load sprites, move and rotate shapes and bodies, delete shapes, and …
I'm ecstatic. I've put aside the GUI editor for now, and have started writing the Entity Editor. In the past few days I've managed a lot (by my standard).
Heres a composite of the editor:
I'm now using XML for the entity files, which includes the collision data. If the entity is a sprite, the file in…
Heres a composite of the editor:
I'm now using XML for the entity files, which includes the collision data. If the entity is a sprite, the file in…
I'm using a camera scheme that, by default, centers on the player's character and aligns to the Z-axis. The player can "look around" by translating the camera around the X/Y plane, but keeps it's orientation. I gave the camera a little rotation in the direction of the cursor as well. I mentioned in…
Progress for the GUI Editor has been slow. I've been trying to figure out a way to have special gui panel to dynamically display all the properties for the element that's being edited, and provide widgets to adjust these properties. I'm unsuccessful so far, resorting to adding widgets for the commo…
I think I've put this off long enough. I'm going to explain how my program is structured and why. There's so much to cover, its ridiculous. I'll start with the SDL-based framework I'm using and the sub-systems it runs. Its really very simple. I'm going to post all my code for anyone interested. Th…
The images show the GUI editor and an in-level shot with collision shapes showing. The level doesn't have anything to look at yet. I want to write a level editor before I start throwing art into it.
I'm focusing on the GUI system and it's editor for now. Then I'll use the editor to make the UI for t…
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