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About leeor_net

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  1. leeor_net


    What is OutpostHD? OutpostHD is a game inspired by OUTPOST that adds the missing advertised features, improves gameplay mechanics by removing a lot of the unnecessary and tedious micro management, interface choices that make a lot more sense, an enhanced research tree and a planned but as of yet undeveloped multiplayer mode. The core of the project is to provide a fun OUTPOST game that has all of the advertised features and provides better feedback for things like resource lines, mining/factory/laboratory reports and colonist opinion/morale. Project Goals Primary Goals Develop a new, modern code base that can be built and run on multiple platforms including Windows, MacOS X and Linux. Implement the core gameplay mechanics from OUTPOST Provide a better interface from which the user can get better feedback from their Colony. Add the ability to establish new colonies on the same planet. Secondary Goals Develop new visuals to replace the old graphics using modern rendering procedures and alpha transparency (something impossible at the time the original game was built). Add additional planet and star types. Tertiary Goals Implement a multiplayer mode where other users can establish colonies on the same planet or different planets/moons within the same star system. What Platforms are supported? OutpostHD is primarily developed on Windows but will run on macOS X and Linux (has been built and successfully run on Arch and Ubuntu flavors). Is the Source Code available? Yes, most definitely. Source code is hosted on GitHub.
  2. leeor_net


    Why another 2D API? NAS2D isn't just another 2D renderer. It's a complete set of tools, functions and classes that let you jump into building a game right away. NAS2D started its life as the core code for The Legend of Mazzeroth (another project, currently unreleased and under minimal development). We had looked at, considered and ruled out several other frameworks. Either they were too low-level, were in a language that we didn't want to use or were lacking in features we really needed. So we set about developing LoM using a few low-level libraries. After awhile, we realized that the core code, once written, didn't change too much and that others could find it useful. And thus, NAS2D was born. Current Development Development is somewhat slow on NAS2D as it works as it is now for the projects that use it. There are some features to be rounded out, some bug fixes needed and some usability issues to address but it's very usable in its current form and is deployed in at least one high profile project.
  3. leeor_net

    What am I not understanding about programming?

    It doesn't look like anybody has touched on this yet but something that not everybody understands or at least everybody seems to not want to acknowledge is that not everybody has a mind for engineering. At its core building software is engineering. You may be able to build small pieces of a program but putting it all together into a functioning larger machine can be really hard. I saw two other posts that I think would address your particular issue (as you don't strike me as someone who doesn't have a mind for engineering). First -- practice. You should probably consider building smaller programs first before you try to build larger programs as a bunch of classes and then trying to force them to work together. That doesn't always work well. Second -- analysis paralysis. You're overthinking the problem. It's an annoying habit I have in myself as well and it trips me up from time to time. Sometimes it's better to 'just do it' to get a better understanding of the problem than to sit there scratching your head wondering about it. As you flesh it out and get a better grasp of the problem, you can refactor/rewrite the parts that don't work as well as they should. When I was new to programming I found myself doing this a lot when I was learning various problem domains. Today much of it comes naturally but it took me many years of developing code, studying code and trying different solutions to problems before I developed that intuition. Don't be discouraged -- C++ is a very hard language to master and takes time to really understand how to use all of the features it offers.
  4. leeor_net

    Brain Dead Simple Game States

    I disagree. I suppose it depends on how you set up your particular game but in the projects that I work in I have a similar system in place and each individual 'state' responds to input on its own. There is an EventHandler that processes events from the system and translates them into a list of events to which the states respond (e.g., mouse/keyboard input, window events, system events, etc.)
  5. leeor_net

    Do we really want science in games?

    Science in games is how you get Outpost. Don't be a Bruce Balfour. Just make a fun game.
  6. leeor_net

    3D Artist Desired

    Hey there! I'm usually pretty bad at these types of things so hopefully you'll bear with me as I explain the project and what I'm looking for.   What is it?   Over the last year I've been developing a project called OutpostHD. Long story short, it's a remake of the classic Sierra On-Line game Outpost released back in 1994.        Why a remake?   Outpost was released unfinished. Even with several official patches that added new functionality to the game, the game was still buggy and unfinished. It has never seen a re-release and remains lost to time as one of the most epic blunders Sierra has made. It's also a 16-Bit game that no longer works on modern 64-bit operating systems.   Why should I believe that you'll actually finish this / Why should I help this project?   To sum it up: I've been programming for over 20 years, mostly hobby but some professional. Lots of experience developing different aspects of games. Lots of development time and effort has gone into this project. I am no longer the sole developer. There are several other programmers that have contributed a good amount of the code. There is a large community of users eagerly awaiting a modern remake of Outpost. As of this post, the game is about 70% complete. What do you need?   The original game used 'photo realistic' renderings of 3D models for its visuals. OutpostHD is taking the same approach.   At the moment, I'm using the original graphics. These are intended as place holders. I am not the copyright holder of the graphics and in order to properly release this game I need new visuals to take the place of the originals.   Additionally, the original visuals were done in 256 colors with no alpha blending. These were the limits of computers at the time. With modern computers higher resolution graphics, higher color depths and alpha blending is now possible.   The intent here is to provide redesigned structures, robots, terrain and other visuals that weren't possible at the time.   Where can I get more information / download the current version?   The project is currently hosted and developed with an online community called The Outpost Universe. The official forum post includes all pertinent information including screenshots, videos and the download links:,5718.0.html   What software are you using for 3D models?   At the moment? Nothing. As stated, I'm a programmer not an artist. I don't really care what program is used so long as orthographic projections can be rendered down into sprite sheets which are then drawn via the game's hardware renderer.   I'm game. Where do I sign up?   You can send me a PM via GameDev or get in touch with me over at Outpost Universe. You can also shoot me a message on Skype (leeor_net). Any of these ways work!
  7. leeor_net

    Why XML is all the rage now?

    Would like to throw my two cents in here as well.   I understand that people may not be crazy about XML and it was used, overused and abused to no end for many, many years. But, I personally find it a very useful format for encoding basic data that doesn't need to be in binary and is never really intended to be sent over a network. Effectively I use it to define animation states and object properties in games. I also use it to great effect for localization strings.   I find JSON problematic for these cases and frankly, YAML isn't as easy to put together particularly when you have a number of sub objects (not as intuitive, but that could simply be because it hasn't been in as great a use as XML).   Not to mention, you have really great libraries that are well tested and mature. I'm using TinyXML to great effect -- no need for the extra stuff like schemas and validation and whatnot, I just handle that myself because the definitions I'm using are so basic in nature.
  8. leeor_net

    Rule of Three, and const-correctness questions

       I didn't think it was that old... whoops. Besides, I felt the need to respond to a valid counter point to my original argument.     More good points.
  9. leeor_net

    Rule of Three, and const-correctness questions

    In addition to documenting your intent, const does have a function in this case -- it prevents you from modifying the argument inside the function body.   Very good point. Others have made the argument that it's about documentation. I fail to find that a useful argument. This, on the other hand, does make sense. While I'm personally in the habit of never modifying function arguments myself, I do see the value in this case of helping to identify potential mistakes before they happen.
  10. leeor_net

    Writing Endian Independent Code in C++

      Yes, all of the PowerPC-based consoles are big-endian (Xbox360, PS3, Wii).     Good point. I'm not a console developer so I never considered the case of consoles, only computing platforms (PC's and Mac's) and common mobile platforms.
  11. leeor_net

    Writing Endian Independent Code in C++

    As interesting as this article is (and it really is interesting with good information), is byte ordering actually still an issue today on modern platforms? As I understand it just about everything is in LSB ordering (x86, ARM, etc.). Or are there popular devices with cross-platform applications where this can still be an issue?   EDIT: Just answered my own question -- turns out it could still be relevant particularly when it comes to network traffic and legacy file formats. As I understand it network byte ordering is still big-endian so that ought to come into play when considering endianness issues. It also appears that Oracle's byte ordering is also big-endian which may play into how it handles files (don't use java much so someone more experienced could fill that in).
  12. 'Stealing' an idea is almost meaningless in this context. Everything is a copy of everything else on some level.   It's called competition. If one person makes a game/app/whatever, and does a poor job of it (regardless of the reason, be it inexperience, lack of motivation, whatever), and someone else takes the idea and provides a much better implementation, why is that such an issue? I know I wouldn't like it if someone took my idea like that but I would just have to deal with it. Someone else did a better job than I did, that's my problem, not theirs. Just my humble opinion.
  13. leeor_net

    New 2D Game Development Toolkit - NAS2D

    Short answer, Yes.   Longer answer, yes, at some point in the future after we've implemented a few other features (proper shader support, optimized OpenGL blitter, more complete interface, etc.) and more thorough testing/documentation.
  14. leeor_net

    Are my graphics good enough, Please comment

    I would actually suggest that, instead of paid freelance work (you don't yet have enough experience and your portfolio is very limited) that you try helping out project (like mine, shameless plug I know but hey, it's worth a try!) and joining pixel-art sites like PixelJoint and Way of the Pixel. Both sites have forums where you can post your WIP's and ask for advice... most of the community members are very helpful and will even give you visual examples of how you can improve your technique. They're also much better at critiquing work than I could ever be.   You could also try a website like -- lots of freely available resources and and they could always use more AND there is also a forum there with several members that are very good at what they do who are willing to provide advice to pixel art beginners. Plus, once you've completed a WIP and are satisfied with it you could release it for programmers (like myself) to make use of.
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