HopeDagger

GDNet+ Basic
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About HopeDagger

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  1. Cut that out

    Hurray for progress! I'm looking forward to seeing some of the forthcoming 'roof' textures in action as well. Kudos on the Nexus One as well -- I thought they were sold out? (Something like droid-wrapper should make you hate life/Java a little less. And make that Android Glow port more feasible.)
  2. Denver Adventure

    Looking fantastic, Mark! My hunk 'o opinion: I really love the image, but the foreground menu UI looks strangely out of place against the (admittedly far more stylish) background. Also, is "Block Zero" the game's subtitle? It feels like it blends in with the foreground menu items too well, in terms of colour, font, and alignment. Looking forward to seeing more.
  3. Learning Modelling

    Your timing couldn't be any more perfect -- I was just introduced to Sculptris today by an acquaintance. Naturally, after seeing it in action only a little bit, I immediately pondered ambitiously about its applications in modeling organic shapes for my own projects. Since I rely solely on Blender for my modeling needs, my biggest concern was in fact: how on Earth do I nicely get this pretty subdivided blob onto Blender so I can make tweaks and reduce the polycount? In short: lovely post; exactly what I was looking for. There's a lot of money to be had in the clairvoyance industry for people like you!
  4. Flickdown?

    Quote:Original post by rip-off Sounds like an interesting idea. Its good that you've kept an open mind towards how input is handled, I know one of my own games suffered because I subconciously refused to deal with the fact that my input system sucked hard. I think that a lot of my 'open mindedness' comes from the fact that I can quite literally carry my game around with me and allow (willing) people to play-test my game right before my eyes. It's really amazing how much you can learn, as a developer, just from watching someone spend a few minutes toying with your latest build. So when you see somebody -- or multiple somebodies -- struggle with a particular aspect of your game, it's not hard to convince yourself that perhaps said aspect needs some fine tuning.
  5. Flickdown?

    While working on my iPhone port of Gundown the other day, I had a sort of sudden "ooooh, I wonder if this would be cool" moment. That feature was a twist on my existing control style: what if the user held the device in portrait mode instead, and used a finger 'flick' motion to fire projectiles? And so, I created a quick branch on Git (because Git rocks my socks) to try a crude implementation of said feature. It was indeed a hack, but it was simple enough to strip out the existing on-screen controls, allow any touch's X value to be the player's X position, and do a cheap exponentially-weighted sum of touch movement deltas to get a 'flick strength' value. Luckily I had written my underlying 2D engine and Gundown's own UI code to be highly resolution independent, so in general things worked just fine after switching to portrait mode. ?? (A quick hack to test the idea. Naturally, certain things (right) broke pretty hard.) I really like it. The metric for determining flick strength still needs tons of fine tuning, but overall I really like the mechanic involved here. In particular, I'm really excited by how much more accessible Gundown could be, since firing projectiles with simple flicks of one's finger is orders of magnitude more intuitive than the comparatively complex on-screen controls that I had been using up until now. More hardcore gamers might object, but it's my understanding that the audience that the App Store reaches is far more casual and non-hardcore when it comes to gaming. In addition, the people who I have thus far cornered and coerced into trying out the game in both its original controls and these all remarked that flicking one's finger felt far more interactive. All that said, some measure of re-design will need to be done to figure out how to accommodate this new mechanic. Perhaps something glitzier and faster paced is the way to go, rather than the slower controlled pace that the original PC version featured. Once this week's assignments are all cleared up, we'll see. We'll see.
  6. Tag

    Seconded; Squishy has been looking very impressive. Still, I'm sure whatever you choose to work on next will be equally interesting. [smile] Oh, and thanks for tuning me in on Tag! I hadn't yet seen this one and it was highly entertaining to play through, not to mention an excellent catalyst for getting my game design juices flowing. There's oodles of potential for further exploitation of this game mechanic.
  7. Gundown Progress.

    Hello again, kind readers. It's been a good long while since I've last posted here! For a development journal, it sure hasn't been giving the impression that I've been developing much, has it? Rest assured though, plenty has been going on since I last inscribed an entry. Plenty has been jostling and bouncing around in my head as well about this whole iPhone game development venture as well, so consider yourselves forewarned for a bit of a brain dump on the whole ordeal. Mounds 'o Progress First, the most interesting tidbit, and certainly the item most apt to appear in here: my progress on ?Gundown for iPhone?. Last time I left off, the game consisted of little more than firing shell rounds off at little green soldiers who died as messily as they did noisily. Given that phrasing, then I suppose things haven't advanced much further since then, heh. A bunch of new enemies were implemented, such as motorcycles, helicopters, and different flavours of soldiers. The UI is also looking much more complete, and some sound effects are in as well now. What does that amount to? (Me getting shredded by some pretty unfair opposition.) Enemies are now also grouped into formations, which can be created arbitrarily without much difficulty. It makes the battlefield look a little more orderly, and the player should be able to rest a little easier knowing that the enemies' tactics can be somewhat predicted. (Three different formations that will appear in the early waves.) Furthermore, unlike the original Gundown, the game is to be divided into Worlds, which are, in turn, divided into Waves. After beating each wave, a progress screen will be displayed that marks off completed levels while also giving the player a notion of what's next. I especially like the more organic feel that the marker-like indicators give against the far more rigid and mechanical table and text. Overall, the game is beginning to feel quite solid. Only a handful of significant tasks remain, such as a weapon upgrade system and menu, saving and loading, and win/lose conditions. Naturally, more enemies and backgrounds will need to be created as well. It's rather nice to start to see some light at the end of the tunnel though. This project was SUPPOSED to be a quick 1-2 month affair, after all. =P
  8. Apple-flavoured brain dump.

    Quote:Original post by O-san That looks like a lot of fun. Reminds me of the 8/16-bit days in the early nineties. Love the pixel graphics and the small details!! Thanks O-san. That's entirely the kind of look that we're going for. Quote:One thing I noticed in the graphics though, just a suggestion. Each helicopter blade is in sync with the other blades, they should maybe have different starting frames. I guess they could have started their engines at the same time :) I actually experimented with this already, and aside from making the screenshots look prettier, the difference is indistinguishable in-game when everything is moving. Quote:Do you use OpenAL in your project? I am suffering from sound loss in the iPhone simulator, wondering if you experienced anything. It works as expected when running on a device. Sorry; I'm using SDL's (relatively basic) audio routines. Quote:The project looks great in anyways, keep it up! :) Thanks again. Naturally, I'm also looking forward to seeing your (very pretty) projects continue to move forward.
  9. Apple-flavoured brain dump.

    Quote:Original post by Prinz Eugn When I saw you updated, I said (out loud): "Holy shit! Hopedagger!" It's great to see you back, man! Gundown is looking like a real game again- are you planning on updating the graphics at all? Thanks Mark! I just finished reading your latest posts. [smile] The graphics will likely remain as-is; Dean is incredibly busy these months being a (paid!) musician off on the cruise lines. And yes, I most certainly hope that this thing is finished and is a distant memory by Christmas, heh.
  10. Sup?

    Lovely art as always, Mark. I hope your move to Denver goes smoothly and without incident. [smile]
  11. Life in Apple's World: Love and Hate and Strife Since I began working at a local iPhone start-up in Waterloo in January, things became very exciting. The world of mobile development (game development in particular) was suddenly wide-open to me, and I couldn't have been more charged about the possibilities. Cost. So excited and optimistic, in fact, that I purchased an iPhone shortly after starting. No regrets there ? my old little Android-touting HTC Dream was a nifty device, but was short on horsepower. By the end of February, I had bought myself a MacBook Pro. Under a month later, I had purchased an Apple Developer License. And still, just a brief two months or so after that, I caved and coughed up the dough for a brand new iPad. It takes very little arithmetic to see that this adds up to quite a lovely little bit of spending. The saying of Apple's products being like gateway drugs to MORE Apple products is absolutely true. To a newcomer like myself, tasty tidbits like OS X, the iPhone OS, the App Store, and sleek UI everywhere was incredibly appealing. Especially coming from a Linux-heavy background, where aesthetics was not always a primary focus. Being a developer on Apple platforms is not cheap, but the App Store in particular does reach a staggeringly massive customer base. Boxed in. Apple has created a rather pretty little world for us consumers to live in, should we invest in their hardware ? and thus, their software. The novelty does wear off though after living in this world for a few months, at least for me, and that's when Apple's closed system philosophy starts to wear on you. I've been using my laptop more or less as my primary computer, if only because it's the only computer that I can do my new line of game development on. Which implies that I've also been using Mac OS X as my primary operating system. As a somewhat passionate *nix user, using OS X has been.. weird. OS X is as sleek, sexy and highly aesthetically pleasing, but is painfully closed and non-customizable. And, of course, I have to use iTunes for all my iPhone/iPad interactions. And, of course, I can only develop using Apple's Xcode IDE. Oh, and thanks to a new clause in Apple's developer agreement, I'm not allowed to use any scripting languages (beyond Objective-C and Objective-C++) in any of my apps. Goodness, it's a little stifling in here. Money and profit. This has bothered me the most. Game development was supposed to be a hobby for me. Something to do in my spare time for kicks and the sheer intellectual challenge involved. Since I have every intention of selling my iPhone games ? a guy needs to make back SOME of his investment in this pricy Apple hardware ? I now feel fueled by the allure of profit that lies at the end of my development process. This, instead of wanting to finish a game because I sincerely enjoy it and want to see the end result. I'm realizing now that I would much rather pursue my projects at my own pace, without the pressure of making sales. Not to mention developing in a direction that interests me, regardless of what potential consumers might wish to purchase. Money really muddies the waters, I'm finding. Perhaps future non-profit projects for the iPhone would better suit my MO. And so, that's where I stand. I'm not thrilled presently, but I am also dead-set on finishing and releasing this iPhone version of Gundown as a finished product before attempting to do so; too many hours and dollars were poured into it thus far to see it reach anything less than completion. Phew, thanks for following that twisty passage along, kind reader. More news on Gundown as it develops!
  12. Release!

    Lovely. I'll be sure to download it and see about writing up a little review for you. (Oh, and one of your bullet points in the App Store description is, "Endless of puzzle solving"? [grin])
  13. Been a while what am I up to?

    You chose an excellent language to learn. Lisp (or Scheme; my poison of choice) is a wonderful language to help broaden your horizons as a programmer. Just pick an editor with parentheses matching. [grin]
  14. Path Wizard Updates

    I'll make sure I give it a download and a play. Very impressed with how quickly you were able to assemble the project into a finished game!
  15. Path Wizard Updates

    I'll make sure I give it a download and a play. Very impressed with how quickly you were able to assemble the project into a finished game!