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HopeDagger

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Month of Progress Shattered?

Looks like my plan to post daily about my development progress has been dissolved already, doh. Last night the power went out here for most of the night. Then when it finally returned, my Radeon 9600 PRO died. Yes, died. Arg. That meant no journal entry last night. Forgive me. [smile]

So now I put in my GeForce 6600 GT OC card, which is actually 'better' than the previous, but is quasi-defective. It likes to sometimes (~40%) freeze/hang if I run a Direct3D or OpenGL app. Today it's been pretty good, so I've been able to get a fair bit done on my project, which happens to be using OpenGL. I've sent an email to their tech support (BFG Tech) to inquire about this issue, so hopefully it won't crap out on me anytime soon. The last thing I need right before university is my computer to break, hehe.


Captain's Log..

One of the things I've always really wanted for my game projects is a (semi-)comprehensive logging system, to help catch bugs, to look spiffy, and to help me identify the logical flow of processes in the game. Writing logger classes seem to be all the craze these days (plug Samsonite), and I suppose I'm no exception.

Currently the logger can write any combination of 3 locations: to disk (via an HTML file), to memory (via a stringstream for future in-game representation), or just simple output to the console window. Here's what the first two look like:




I personally really like idea of using HTML for the log file's format -- which I think I stole from Programmer16 [grin] -- since it allows one to make certain parts easily identifiable, like DEBUG data from ERROR data, and the ilk. Hopefully sometime soon I'll get the date/time prepending these log messages so I can determine when these glorious events have occurred.


Sprites 'n Tiles

The last few days have been focused around getting the foundations of the game done. Visually speaking, those key components are the map system (tile-based) and the sprite system. Although relatively simple in concept, these took a while to implement, since: a) I'm not a masterful C++'er, so I'm a little slow, and b) I wanted to focus on a flexible design that would NOT involve me needing to refactor/revamp either system in the future. Revamping is just plain not fun. Ask anyone (sane).

Draffurd sent me a few tiles to be used in this initial cave-esque map theme, so I plopped them in, as well as his template character which vaguely resembles Mr. Rogers. Coincidence? I think not.



(Each sprite is of a random frame from the 8x4 frame spritesheet he is composed of (=32 frames!))



It's a shame these guys have to be seen in such a tableau manner, but the animation is wonderful. Draffurd put a lot of hard work into making this red-sweater-wearing menace look/feel very smooth. I particularly like the way he has a Zelda-like resemblence, but at the same time has a unique feel. Very pleased with the turn-out.


Thanks for reading, everyone. Naturally initial tests aren't that visually stimulating, but like my previous projects, it'll get much nicer once more graphical goodies start to make their way in. [smile]
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Looks pretty good, actually. Are you stress testing the system or are you going to have that many Mr. Rogers in your game?

And in reply to your previous entry: sorry if I slightly implied that you were "borrowing" my idea, that wasn't what I meant at all. It's obviously not the case since I haven't actually posted any real details about my design yet [grin]. I meant it more along the lines of "Awesome! Another rogue-like spritey game in development". But you probably guessed that.

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THIEF! THIEF! Oh wait, nevermind. I stole it from somebody else a couple years ago.

Looks like things are going well! I really like the sprites.

Keep up the good work!

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Nice work, using OpenGL inside of SDL? Any reason (e.g. ease of use?)

And yes, I have you on my RSS feed. BTW does anyone find those things really slow from gamedev.net? The entire site is slow for me :S!

Cheers
Jacob

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Hmmm, HTML logging format sounds fun [smile]...

Oh and when it comes to your initial "tests" they are usually better then what I can do in 3 weeks...So don't make me sweat, they are very good...[grin]

Rock on,

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Quote:
Looks pretty good, actually. Are you stress testing the system or are you going to have that many Mr. Rogers in your game?


Haha. I sincerely hope the former. [smile]

Quote:
And in reply to your previous entry: sorry if I slightly implied that you were "borrowing" my idea, that wasn't what I meant at all. It's obviously not the case since I haven't actually posted any real details about my design yet . I meant it more along the lines of "Awesome! Another rogue-like spritey game in development". But you probably guessed that.


Oh, don't worry about it, I knew you weren't pointing the finger in accusation. Even if our ideas sounded exactly the same, with both of us, we'd end up with completely unique games anyways. I can't wait to play yours! (After you get that contest/Penguin mumbo-jumbo out of the way :P)

Quote:
Looks like things are going well! I really like the sprites.

Keep up the good work!


Thanks! Draffurd gets kudos for the graphical stuff, however. I just put the magic in motion. [smile]

Quote:
Nice work, using OpenGL inside of SDL? Any reason (e.g. ease of use?)

And yes, I have you on my RSS feed. BTW does anyone find those things really slow from gamedev.net? The entire site is slow for me :S!


Yep, OpenGL+SDL makes for not only a nice ease-of-use combo, but opens doors to potential portability. Just for Ravuya. [grin]

And yes again, the site IS slow. [sad]

Quote:
Oh and when it comes to your initial "tests" they are usually better then what I can do in 3 weeks...So don't make me sweat, they are very good...


It's all relative, methinks. I see what dgreen, SimmerD, or Ysaneya put out in a few weeks and I have to struggle to keep myself from smashing my computer. Doh.

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