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About owl

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  1. owl

    A C64 game - Step 11

    Make a video for us!
  2. Being able to choose between chance and the wrong option and picking the wrong option. That's free will for most.
  3. owl

    Pretty interface

    Cute! I like to see you improving your user friendly skills!
  4. owl

    Saving and loading levels

    I missed Gaiiden's scroll for a day. Too bad! I've been sort of busy *ahem* I've been making some more tiles to see what this thing can do. I also added the ability to add tilesets to levels and save and load such levels. Moved the character's controlling logic to Lua and it seems to work just fine. From here I should start thinking about implementing "collectables" and enemy AI. The idea is after having the basics for a platformer start thinking about level design, and maybe some story telling devices to spice things up some more. Getting a modern video card could also help a little. But to do that I need to buy a new PC cause this one doesn't even have PCI express. This video shows loading 2 levels one of them portraying the new "tileset". And the character running and jumping some. [media][/media]
  5. owl

    Graveyard Shift

    I like this. It sort of reminds me of an old game I've been thinking lately Chaos Engine, are you old enough to remember it? I always wanted to make a game like that. It was great at it's time. Those Bitmap Brothers keep being a great source of inspiration for me. If you don't know it, you might want to [url="http://www.youtube.com/watch?v=547c2KElkT8"]take a look at it[/url]. It may give you some more ideas. Nice job, keep it up!
  6. owl

    Bringing the tools together

    It all started with the UI library. Then it followed the skeletal animation loader. After that the model visualizer. The scene partitioning and the level editor. Then there was a little lapse to implement lua scripting. As the "game" is going to be "tile" based I'm needing to also make a tileset editor. At this point, having a model visualizer, a level editor and a tileset editor being three different apps makes little sense in relation to "handyness" so I decided put them all together in one app. In the UI library there is a new control called "panel" which is simply a window without decorations. In order to have three different sections in the "Game Editor" I need three of those that should get activated, say by pressing the Fs keys. F1: Level Editor, F2: Tileset Editor, F3: Model Visualizer. So the application module in the Lua script would look something like this: [source lang="cpp"] ---------------------------------------------------------------------- -- -- Application -- ---------------------------------------------------------------------- dofile "lua_section_level.lua" dofile "lua_section_tileset_editor.lua" dofile "lua_section_model_editor.lua" ------------------------------------------------------------------ -- Configure ------------------------------------------------------------------ function application_configure() end ------------------------------------------------------------------ -- Init ------------------------------------------------------------------ function application_init() owl.set_clear_color(0.5,0.5,0.5,1.0) gui.screen_viewport:set(0, 0, screen_width, screen_height, -1.0, 1.0 ) gui.root:resize (screen_width, screen_height) gui.fonts:load("zekton.ttf") gui.fonts:load("arial.ttf") gui.theme:load("theme.xml") gui.default_font = gui.fonts:get("zekton", 11) level:init() tileset_editor:init() model_editor:init() end ------------------------------------------------------------------ -- Update ------------------------------------------------------------------ function application_update() gui:update(app.clock:get_ticks()); end ------------------------------------------------------------------ -- Draw ------------------------------------------------------------------ function application_draw() owl.set_foreground_color(1.0,1.0,1.0,1.0) owl.clear_color_buffer(); owl.clear_depth_buffer(); gui:draw() end ------------------------------------------------------------------ -- Key Press ------------------------------------------------------------------ function application_keypress() key = input.keyboard.key if (key==27) then -- ESC app:quit() elseif (key==282) then -- F1 level:visible(true) tileset_editor:visible(false) model_editor:visible(false) elseif (key==283) then -- F2 level:visible(false) model_editor:visible(false) tileset_editor:visible(true) elseif (key==284) then -- F3 level:visible(false) tileset_editor:visible(false) model_editor:visible(true) else print(key) end end ------------------------------------------------------------------ -- Initialization ------------------------------------------------------------------ app:on_configure("application_configure") app:on_init("application_init") app:on_update("application_update") app:on_draw("application_draw") app:on_key_press("application_keypress") [/source] And the "sections" initialization something like [source lang="cpp"] ------------------------------------------------------------------ -- Init ------------------------------------------------------------------ function level:init() level.panel = owl.create_panel(script, gui.root) level.panel:resize(gui.root:get_width(),gui.root:get_height()) level.panel:on_update("level::update") level.panel:on_draw("level::draw") level.panel:on_key_press("level::key_press") level.panel:on_key_release("level::key_release") level.panel:focus() level.panel:background_color(0,0,0,255) level.world = owl.create_world() level.menubar = owl.create_menubar(script, level.panel:to_object()) level.menu = level.menubar:add_menu("Level") option = level.menu:add_option("New Level", "level::dummy") option = level.menu:add_option("Load Level", "level::dummy") option = level.menu:add_option("Save Level", "level::dummy") [/source] So far it's coming along quite nicely. I'm getting stuck at making the tile picker control as I'm afraid I'm going to have to write a special c++ class to handle that and I'm not sure where in the library to put it, as everything in it is directly game-related and not for tools. I might create a sub-namespace for game::tools but I haven't decided it yet. On the dark side of the story, the SWIG c++ interface output file is becoming a HUGE monster (2.5 MB of source code!) and while I now can code stuff without recompiling, compiling times have increased pretty bad. I might split the interface file in little pieces but that would add complexity at the time of compiling too. I need to think of this deeply and try to make a good decision. The video shows nothing new except for the three things working together in the same app. [media][/media] On another note, this blog has become my personal rubber duck to help me look at the project from another perspective. It has become helpful too in the sense that having to post some progress on a weekly basis makes it feel like a sort of dead line and pushes me forward at achieving results. Please keep reading so I can keep advancing! And Thanks!
  7. 123 forfay!
  8. owl

    Pistol - Part 2: Texturing

    True. Very smart way of showing the whole process. And nice model!
  9. When I get to 96 I'm gonna make a joke about the 69.
  10. owl

    Pistol - Part 1: Modeling

    Glad to know you're not dead and that the pistol was just an amazing model you were working at! BTW: How does people do to make Blender look that cool? O_o
  11. Passing cookies and sandwiches with cocaine could get messy. I can do pretty well with caffeine alone.
  12. I think my brains are just gonna asplode! I've been coding this thing for 24 hours straight, with the help of 48 cigarettes, lots of (diet) coke, cookies and sandwiches. Most of the work was interfacing all my framework with Lua. The interface file is more than 50.000 lines of code (auto generated of course) but I got it. The entire UI, the rendering routines, the world data and the input management is now all accessible from scripts which is a blessing because I don't have to re-compile anymore! I've coded a big deal of the level editor. I know it from head to toes but I still gotta learn to use it. As always, I recorded a little video. As always, it is slow as hell but to counter that I resampled it to 76 FPS [media][/media]
  13. owl

    Aww, I love my Lua!

    It's really cool. If you dare, take a look at my previous entries on SWIG. That's how I use Lua in my project. I've almost interfaced my entire codebase. I'm currently working on the level editor, which it's logic is completely done with Lua through SWIG.
  14. owl

    Gibber gibber

    Come to Argentina! So you'll learn what harder means. [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img]
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