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About SGreth

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  1. SGreth


    Spent last night starting a particle system framework. I've made 3D particle systems in the past for rain, lighting, and sparks. With that in mind, I'm doing a 2D game, but trying to keep the core graphics library 3D-centric. Currently I'm working on the basic particle emitter types and then I'll tie them in with the particle system and particle classes. Hopefully I'll have enough time this weekend to get this wrapped up enough to integrate into both the editor and the game. A buddy of mine got me hooked on a really fun web-based RTS (and I use the term RTS loosely here...) It's called ogame and it's great if you don't have hours & hours & hours to burn on a game, but you want to get your fix (i.e. at work!!!). I'm only a couple of days into it, but I'll be keeping up on this one for sure. I was seconds away from actually purchasing WoW, and thank goodness I didn't...I'm making great progress on my game-hobby addiction :)
  2. SGreth

    Level Backgrounds...check

    I tossed in editor support for picking a level background and then the game engine support to draw it. All I need now is a score counter and I'd have a very basic shell of a game! After which of course comes the fun part...polish & eye-candy (the fun parts). I started implementing support to stream OggVorbis files using OpenAL and then I found a fantastic article with a working implementation along side it: http://www.devmaster.net/articles/openal-tutorials/lesson8.php A great read for those who are looking for a totally free sound solution (i.e not FMOD). I'm going to spend tonight integrating the class that the author wrote into my framework and perhaps put some fade in/out capabilities into it as well to make transitioning better. I've got a host of things I can run with after the music starts cranking: - in-game console (I already have this coded in my core library, just need to integrate it). - Particle Effects - Animated sprite system - Proceedural textures (CPU & GPU generated) - 3D level backgrounds/scene - Tighter collision (i.e. sphere to rectagle instead of rect to rect) - Power up/down system - Bonus point system - Level timer - Score tracking/display - "lives" tracking/display - pre/post game menus (incluing a game state system) - In-game pause - High score system - Level 'packs' - Install program for the entire lot (need this before I do any demos...) This morning I also integrated both full and windowed screenshot taking capabilities into my core graphics library. To test it out, here is a screenie of the game as it is now. Sorry for the HORRID graphics...sooner or later I'll get my buddy to make some good block, background, and border textures.
  3. SGreth

    A little audio for breakfast

    I got the basics of my OpenAL wrapper finished yesterday. I added support into the editor to assign a sound when a block is hit. I tossed in support over in the game as well to play the sound when the block is hit. The only major bug/stumbling point I hit was that you can de-allocate an OpenAL sound buffer while it's currently in use by a source.I *would* link a buffer to the source(s) that it's currently being played from, but the problem is that there is no way to be notified when a sound has finished playing in source's queue. For now I'm just resorting to stopping all sound output from a source and clearing that source's queue before. Hopefully that's not *too* ghetto :) ~S'Greth
  4. SGreth

    More brick bouncing

    Slowly moving forwards is better than sitting idle :) I've been throwing bits & pieces of code together, but not at the rate I want to really progress. At any rate, I've got the basics of a level editor in place, it exports 'em and now the game will start up and load up the demo level. Granted, there are no bonuses, power ups, sound, or special effects, but the ball bounces around the level, responds to hitting bricks and the paddle. Good start...now it's time to add all the fluff. I think the next item on my list is to encapsulate OpenAL into a nice little library for me to use. After that I'll add some support in the editor to assign sounds to bricks as well as the game support to play them. My graphics skills are still at an all-time low but I think I've found a friend who is capable of hooking me up with some textures. I'm holding out on screenies until I get something worthy of posting. That'll probably be after I put in some basic particle support and actually get the score and power-ups on the screen as well. ~S'Greth
  5. SGreth


    Nothin' huge tonight, but it's kinda nice to see results. I cooked up save/load logic for the editor. I also somehow managed to sneak in a good solid hour+ of guildwars. AND I'm getting to bed before 11 PM...remember I have a child who'll wake me up at 6:30, so 11 is pretty much the end of the road for me :P Now that I can create the basic 'shape' of a level, I'd like to move over to the actual game side of things and get the basics working over there. This involves -ball 'physics' -paddle input/movement -block collision detection -end of level detection -ball out-of-bounds detection After that's in place then I'll go back to the editor to add all the cool 'powerups' that actually make the game actually interesting :)
  6. SGreth

    The editor is born

    Well, lots of Win32 fun this last weekend. "Why not MFC?", you ask. I hate dealing with MFC to be frank. I enjoy the simplicity of Win32. The most complex thing about it would be...well...nothing. This screenie just shows a basic block layout scheme along with the tool window. I forgot to checkin the boarder textures, but you can set those along with the background. Next up (I think tonight) I'm going to work on exporting and importing levels.
  7. SGreth

    Ze Grid

    I cooked up a little grid class last night. Here at work I fleshed out a list of items I need to start banging out for the editor. The first one was a little grid class to draw....well...a grid. It still needs a bit of tweaking, but I'd say it's about 80% done as of now. Oh yeah, and I have to document it too. As soon as I finish up with the grid work I'll port over my DirectInput wrappers so I can get mouse input going (and hit detection for block selection). That should carry me through tonight. I'm going to wait just a while longer before I post up a screenie. Something about a window with a grid just not being exactly awe-inspiring ;) I also am going to try and stay awake a bit later to try and bang out more code at nights. 1.5 hours a night just isn't enough to really make good progress IMHO. I'd rather have a good solid 2 to 3 hours. My son is usually in bed by 8 which means I can rampage to 11ish ad get a solid 3 hours in, assuming I'm not paying pennance with some wife-time :D ~S'Greth
  8. SGreth

    No-code this weekend :(

    I *wish* I could have coded, but family responsibilities crept in and stole the show. I guess I'll have to make it a priority to skip out on battlefield 2 this week and get a jump on my level editor. Perhaps tonight I can get some particle stuff cooked up, but since I'm working on my second mixed drink...I doubt that is going to get far :) On a side note, I shot an 82 at the golf course today..and that includes a *horrible* triple and double bogey (both of which I was pretty pissed off about). Hopefully next weekend I can avoid those costly errors and easily break 80 :) ~S'Greth
  9. SGreth

    code de jour

    So, I'm proud of myself. I managed to only play an hour or so of battlefield 2...AND I got some coding in...yay me :) I cooked up the basics of the block, ball, and playing area classes. Once those are polished up, I'll move on to starting the editor. I've opted to not make the editor 100% in-game with a custom GUI, that's just not what I need...to blow out the project timeline even more. Instead, I'm going to use Win32 dialog boxes & controls wherever possible which will be everything except for the actual screen where you lay out the blocks. Unfortunately I won't have much time to crank on that this weekend, so I'll have to see how much I can whip up tonight. Have a great weekend everyone! ~S'Greth
  10. SGreth

    My new 'core' library

    That's the directx image format (direct draw surface). You can snag plugins for photoshop from the nvidia developer website to export in that format. It's a pretty sweet plugin too as it lets you preview textures in various mipmap levels and also lets you work with normal maps, etc...
  11. SGreth

    My new 'core' library

    I had an awesome vacation last week, I didn't get too much done in the way of coding, but it really got me refreshed and ready to get back on the bandwagon both at work and here on the hobby-front. Before I left I mentioned I wanted to go really simple, breakout-clone style. No more multi-player this, physics-that. Just some old school arcade action to get a completed title under my belt. I've been coding OpenGL & DirectX for too long to not have a completed game to my name!!! Rather than just go kamakazi and code up some messiness, I'm organizing my code into a statically linked library and making it as modular as possible for me to build on and use again later. So far I've ported over all of my old math stuff, my console binding library, and I've just finished the bare-minimum for my graphics foundation. Here is an example screenie & code to use the graphics library. #include #include "../KFCGraphics/KFCGraphics.h" using namespace Kyrite::Graphics; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { CWindow window; CSprite *pSprite = NULL; // Create the window. window.Create(hInstance, false, "WindowTestbed", 800, 600, 16); window.SetClearColor(RGBA_MAKE(0, 0, 255, 0)); //Create the sprite. pSprite = new CSprite(&window); pSprite->SetTexture("CheckBoxCheck.dds", 0); pSprite->SetSize(128.0f, 128.0f); pSprite->MoveTo(300.0f, 300.0f); pSprite->SetCentered(true); // Application loop. while(1) { window.BeginScene(); pSprite->Draw(); window.EndScene(); } // Cleanup delete pSprite; return 0; } I have a basic GUI framework for my uber-engine that I'm kind of abandoning. In between tasks at work I'm starting to design a proper GUI that I'll use for my in-game editor. I'd like to distinctly seperate the GUI from any graphics and input so that it might be usefull to others, and if/when I have to upgrade my own graphics stuff, I don't have to redo all my GUI code :)
  12. SGreth

    Here we go!

    I remember seeing that mario vid a while back...that guy must get all the chicks :)
  13. So, I took vacation all of this week. It was a pretty sweet deal actually. The company gives us Monday & Tuesday off (due to the holliday). Then I took Wednesday - Friday off (taking out from my 80+ hours of time off I have built up). The end result is I get 9 days off in a row for very little time off taken! So, how much coding have I cooked up...well...um...FREAKING NONE! A little pissed...you bet, but hopefully that'll start chaning as of now. I just rolled what I've had from last week into CVS, now I'm going to start ripping up some base-graphics stuff tonight and keep going tomorrow. I can't say the lack of code has been all bad. I've had a chance to get lots of stuff done around the apartment, spend some quality time with the fam, etc, etc. It wasn't what I had planned though, and now I've got to bust balls to get caught up! Tutorials are flat out of the question, I need to bust through the base code first, then think about doing tutorials sometime next month or whenever. You know it's bad when I haven't even had time to play Battlefield 2...and you boys & girls that play BF2 know how much that hurts :) Aight, I won't report back until I have at least one screenie to show, regardless of how rudimenary it may be...."Hello World" anyone? :D ~S'Greth
  14. SGreth

    Happy July

    Indeed it should :)
  15. SGreth

    Happy July

    Welcome to July, I hope you will enjoy your stay. Today is the last day of work before I take a nice week off (yay). I've got a good jump on converting some of my old code to the new library, and documenting the hell out of it, using Doxygen. So far I've converted over the following classes CVector3 CPoint CRect CColor4 CFile CLogFacility CLogManager CTime CTypeConverter and all of the classes associated with my Function Binding Libary(FUBI). My next stop is to get the FUBI editor in a 'releasable' state so that I can put out my FUBI library for all to enjoy. That shouldn't take much time so I can move on to my sprite library. Since I have an entire week off I'd really like to get a good jump on the editor for my breakout clone. *Not* getting sucked into hours and hours of battlefield 2 will be tough, but I'm sure I can manage :) As soon as I have a release/demo of FUBI I'll put it up on my webspace here. I'm also contemplating starting a little website to house tutorials and code. With the recent announcement of NeHe's site going over to gamedev that kind of got me thinking, there isn't really a definitive site for DirectX programming like his. NeXe was an attempt, but that's been around for a couple of years now and still hasn't really gotten off the ground. I dunno, just an idea, we'll see how time permits on that one though. ~S'Greth
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