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Lacutis

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About Lacutis

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  1. Lacutis

    Win Free Copies of Unity books

    The most interesting thing for me about the books would also be learning Unity. I'm familiar with Torque and I use it and have only dabbled a little with Unity. A step by step guide, especially one that talks about how to do things in C# would be really helpful to getting up and running quickly. Also learning iOS development would be nice. I'm especially interested in the section that talks about communication with a back end server.
  2. Lacutis

    Framework update

    I worked on the framework yesterday. I added more to the event and windowing frameworks to pass button presses to windows. If the cursor is visible it passes the button presses to any window and any children components that fall under it. I gave the button an on click event handler and made it create a new window with a label in it above the original window. It all seems to be working pretty well. Next I think I need to create some more components to allow me to build the game window from. Edit: Part of the problem that I'm hitting is that Lua doesn't really have a concept of classes and so has no concept of "constructors". A lot of the things that I am doing would be a ton easier if I could write constructors. I am also having to fake out "virtual" functions to make some of the event handling for windows work properly.
  3. Lacutis

    It's been way too long.

    I really don't write in this enough. Work keeps me busy and by the time I get home I don't feel like doing much development after doing it all day. My PSP sparked my interest again recently, so I was looking around on the internet for information on homebrew stuff I came across this: PGELua PSP Game engine So I downloaded it to play around and decided I would try writing a simple Turn-Based Strategy game. I decided the first thing I needed to do was to write some kind of GUI framework so that I could handle things easier. I started out writing a window handler to handle the drawing of the windows, then I added a Window class that could draw itself. I then inherited that into a button class and added some extra functionality to that. After I was done I ended up with this: Using the framework I was able to do that with this: assert(loadfile("Window.lua"))() if not WindowManager then error("Failed to load window classes.") end local winman = WindowManager:new() local mainwin = Window:new { name = "Test", xpos = 200, ypos = 100, height = 75, visible = true, } local myButton = Button:new { name = "TestButton", xpos = 25, ypos = 20, width = 40, height = 20, text = "Push Me", visible = true } if not mainwin:addChild(myButton) then error("Adding Button Failed.") end if winman:addWindow(mainwin) then wintext = true else error("Failed to add window to manager.") end while pge.running() do pge.controls.update() pge.gfx.startdrawing() pge.gfx.clearscreen() winman:Draw() -- Where most of the magic happens verdana9:activate() if wintext then verdana9:print(200, 200, white, "There Should be a window.") end pge.gfx.enddrawing() pge.gfx.swapbuffers() end That was a couple days ago. When I got home from work tonight I decided to add in an a cursor that I could move with the analog stick. In order to do that I decided I needed an event handler to accept event messages and dispatch them to listeners. I added a control class to scan the buttons and create events when their status changes. So that left me with this when I was done: I cleaned up some of the code, put the entire library in a table to get it all out of the global namespace and ended up with this: assert(loadfile("guilib.lua"))() if not gui.WindowManager then error("Failed to load window classes.") end local ehandler = gui.EventHandler:new() local controls = gui.ControlHandler:new { handler = ehandler } local cursor = gui.Cursor:new { handler = ehandler, visible = true } ehandler:Register(cursor, cursor.Handler, "Stick") local winman = gui.WindowManager:new { handler = ehandler } local mainwin = gui.Window:new { name = "Test", xpos = 200, ypos = 100, height = 75, visible = true, } local myButton = gui.Button:new { name = "TestButton", xpos = 25, ypos = 20, width = 40, height = 20, text = "Push Me", visible = true } if winman:addWindow(mainwin) then wintext = true else error("Failed to add window to manager.") end local basedir = pge.dir.getcwd() while pge.running() do controls:Update() pge.gfx.startdrawing() pge.gfx.clearscreen() winman:Draw() cursor:Draw() verdana9:activate() if wintext then verdana9:print(200, 200, white, "There Should be a window.") end pge.gfx.enddrawing() pge.gfx.swapbuffers() end Then I decided to take the screenshots you see above so I added this real quick: ss = { num = 1 } function ss:TakeOne(event) if event.value["cross"] then pge.gfx.screenshot("screenshot"..self.num..".png") self.num = self.num + 1 end end ehandler:Register(ss, ss.TakeOne, "Press") And I had a screenshot button. Of course I'm glossing over all the debugging and so forth it took to get the library classes working correctly. The second part though I started at about 7 pm tonight and its just after 1 am now, so not bad for 4 hours I think. Next I'm just going to work on adding different controls that you would expect to have. Check boxes, etc. Now it's time for bed.
  4. Lacutis

    I'm horrible at this

    By this I mean blogging. As you can see by my archive on the right I've been a GDNet+ Member for quite a while, but I don't keep my journal up to date very well. I really haven't done a ton on the game development front in the last year, I decided early in the year that the TorqueX stuff was still too new to be productive and I was busy like always with work. World of Warcraft always sucks up too much time, etc. I noticed a week or so ago that the DreamBuildPlay contest was starting up again. The warmup started December 20th so I was already behind. On the plus side I already had a concept that I was kicking around that kind of meshed right with what they were asking for. I redownloaded all of the XNA stuff, and decided to give TorqueX another try since I have licenses for everything GG makes except for TGEA. TX has come a long way, it's really nice to work with. Over the last 4 nights I've already got my tileset for my ground, an animated character that moves, and a camera that follows him. I think my game idea will be novel to play if I get the ai working the way I want in the game. We will see how far I get this weekend. My big stumbling block is going to be artwork, like it always is. I've found some free textures and sprites that I'm using but it would be nice to have something more custom.
  5. Lacutis

    Progress...

    It doesn't look like much, but it's actually representative of a lot of work. I have a mostly working skybox, an object handler class, a model class with working shaders, a base camera object that I still need to work on so that I can manipulate it easier. I still have a lot to work on, but it feels good to make progress and to work on something. I think I'm going to hit the sack and work on it some more in the morning.
  6. Lacutis

    Progress...

    It doesn't look like much, but it's actually representative of a lot of work. I have a mostly working skybox, an object handler class, a model class with working shaders, a base camera object that I still need to work on so that I can manipulate it easier. I still have a lot to work on, but it feels good to make progress and to work on something. I think I'm going to hit the sack and work on it some more in the morning.
  7. Lacutis

    XNA and other Stuff

    From around the 20th of this month till around the 3rd is the busiest time for me at work. It's end of year, I have to do upgrades on the HR and Payroll systems for the new years tax tables, there is the year end saves and all kinds of other fun stuff. This year is compacted with the merger which just adds bonus work like data pulls for the new corp, etc. I'm still finding some time to work on game dev related stuff though.. Back at the end of July I bought a new laptop so I could work on stuff when I was away from the house, it's pretty nice, has a GeForce 7300 Go in it, 2.4 ghz dual core. So I've been playing with the XNA dev kit since a day or so after it was released and I have to say it's really nice. Microsoft did an excellent job with it. I ended up going and picking up a wired XBox controller because all mine are wireless and I wanted to be able to test with the actual controller. I haven't really messed around that much with C#, but I have been programming in C++ for over 15 years so it's not that far of a stretch. I started in working on an engine for a game idea I have. I think its going to work pretty well but I want to get the engine fleshed out some before I really lay out the game. Right now between what I've gleamed from several tutorials plus ideas from other engines I've put together I've gotten some groundwork laid. A basic object framework that is working, a scenegraph, and I started on basic cameras before it got too late last night. I'll start on that again tonight after work.
  8. Lacutis

    Good Morning Journal Land!

    Welcome to GDNet+
  9. Lacutis

    Where the hell have I been?

    Well, looking at my last entry, it was in July of last year. You see back in 2003 I moved back to Arizona from Texas and quit my job to be close to my Grandfather. He had Alzheimers and I didn't want my one major regret in life to be that I didn't spend the time that I could have with him before it was too late for either of us. So I moved back. He had a steady decline, but I don't regret a second of the time I spent back here. In August he went downhill fast and he finally passed on the 15th, which is the day after my birthday. I pretty much quit working on everything after that except for my job out of necessity. Then things at work changed in January/February and my workload increased which ended up with my company going through a merger (which finishes in the next couple weeks) and me taking a promotion this last September. The last month or so I've started tinkering around with things again, more specifically the XNA toolkit which I will probably talk more about later. Anyway, there is all the information you never wanted to know. Hopefully I will get some more use out of this journal which I have been paying for for the last 2+ years and get some more motivation out of it.
  10. Lacutis

    Update? Wow!

    Ok, so after I spent a day or so going over the communication protocol I started feeling like I didn't care anymore. That is a sure sign that you are starting to burn out. I looked at the calendar and realized I have been spending every waking moment outside of work and household chores working on the game. That isn't bad, but I decided I deserved a break after three weeks. So I took yesterday off, tonight I ended up cleaning and moving out boxes because the appraiser is coming tommorow to appraise the property so I can get my loan completed. I decided that after I get the mortgage and pay off my truck, I'm going to use some of the money to enroll in college again. We will see how that goes. Anyway, I figured I would update. After the appraiser tommorow I most likely will veg out the rest of the evening. I don't know what I'm going to do this weekend, as I planned to go to vegas, but I think I have no money. Ill find out tommorow or friday. Night!
  11. Lacutis

    That place.

    I'm at that place in my project where you go back over the code you have written and what needs to be written and determine if it will work the way you planned on. I've written out some stuff on how I need to keep track of what entities to send to clients, what messages need to be replicated to other clients and how to handle client messages in an abstracted way. I think I'll be sorted out in another day or so, I just don't want to have to rewrite code later because I didn't design it write to begin with. Night!
  12. Lacutis

    Mission Accomplished.

    The whole things a jpeg, but the ship is a png, and its stretched. Its just a placeholder. It came with T2d and its way better than what I could do.
  13. Lacutis

    Mission Accomplished.

    Ok, so without further ado, I present, Ship in space: I now can load torque2d, key in my user/pass, select my character, and hit Enter Game, upon which the server happily tells me to spawn a player ship in the middle of the screen. T2d happily complies. I only spent about 3-4 hours today working on this, I spent some time goofing off. Tommorow I want to work on the movement stuff but I need to rethink the way I want to do command passing. I started to implement it, and I realized it wasn't going to work the way I wanted it to. Thats ok though, I just need to flesh it out a little more. For now, its bed time.
  14. Lacutis

    Hrmm.

    Why are you so intent on me getting an avatar? :p
  15. Lacutis

    Hrmm.

    I decided to get part of my usual sunday crap done tonight instead, so that I can spend all day sunday working on the game. So I went out buying groceries, etc. I coded in handling for the new messages on the T2d c++ side. I also coded in part of the player creation bit on the torque script side. The scrolling star background looks pretty slick, although I need to recapture the textures and touch them up a little. It still looks pretty good in motion. Tommorow I'll make the server send the player create message to the client, and have the client spawn the sprite. Then I'll need to code some of the key commands on the script side so I can accellerate/decelerate and turn left and right. Once I get that working, Ill have the client send the commands back to the server, and have the server return the updatepos message to the client. Once I get that, Ill have moving players.
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