Long time no update, time to fix that!
So, last night my friend Morg asked me to port a certain tool (namely, ttm_unpack) to Python from C, since he didn't want to introduce a C-compiler as a dependency for GOGonLinux project. A quick note about GOGonLinux - the project's main task is to make installing games from GOG on Linux as easy as possible. I'm an avid supporter and follower and this is my first major contribution to the project. Join us on #gogonlinux @ freenode and contribute to the codebase!
Back to the topic at hand, since we already had the C-code available I thought "why not?" and said yes, since I thought it would take an hour at maximum with testing.
How wrong can a man be? Very wrong, I'll tell you that. But in the end, we succeeded, and you can download ttm_unpack_py from my Github-page.
So, what kind of problems did we have while porting the tool?
A frequently/infrequently updated blog about aspiring game developer and his thoughts about game development from the starter's viewpoint.
11/21/12
Tribulations in porting software
8/16/12
Curious look into code evaluation
If you have been programming for a while, you already should know about operator precedence. If you for some reason don't, now is a good time to read about it on from Wikipedia or the documentation of your language of choice.
Before proceeding, remember that this may contain some erroneous information, and if you notice any, please inform me so that article can be fixed.
Let's take a rather simple set of expressions:
This seems rather simple, doesn't it? So did I think, but the results (which we'll see a bit late) left me thinking wtf was actually going on. If we look at the Wikipedia-article, we can see that unary operators such as prefix and suffix increment and decrement come before the addition and substraction, at least in C-family of languages. Now, what do you think the answer will be? Write your guess down somewhere, we'll take a small plunge in to the world of compilers soon.
So, you got your answer? Good. If you did a quick test with a short code of piece, shame on you. Now, let me guess what you got.
If you used Python or Ruby, you got 10.
If you used JS, Java or C#, you got 13.
If you used C, C++ or Perl, you got 14.
Wait, what? How does this even happen?
Before proceeding, remember that this may contain some erroneous information, and if you notice any, please inform me so that article can be fixed.
Let's take a rather simple set of expressions:
int i = 5; i = ++i + ++i;This seems rather simple, doesn't it? So did I think, but the results (which we'll see a bit late) left me thinking wtf was actually going on. If we look at the Wikipedia-article, we can see that unary operators such as prefix and suffix increment and decrement come before the addition and substraction, at least in C-family of languages. Now, what do you think the answer will be? Write your guess down somewhere, we'll take a small plunge in to the world of compilers soon.
So, you got your answer? Good. If you did a quick test with a short code of piece, shame on you. Now, let me guess what you got.
If you used Python or Ruby, you got 10.
If you used JS, Java or C#, you got 13.
If you used C, C++ or Perl, you got 14.
Wait, what? How does this even happen?
11/21/11
Penguin on a Unicycle (or Experiences from a Game Jam)
So, it's been a long time since the last update, so, sorry 'bout that one. I've had all kinds of things, such as laziness and lots of university projects to keep myself busy. Well, anyways, if you've been following my Twitter, you may have noticed that I atteded a Game Jam, here at Oulu. What is a Game Jam? A Game Jam is an event during which you have to assemble a team of the participants and make a game (video or board). Usually this timeframe is around 48 hours, such as the case with Global Game Jams, or this one.
We made a little game about penguin riding a unicylce (why? Because.) going to a circus (see, it makes sense). It works on mobile phones which support Qt, such as Symbian^3 or Maemo/MeeGo phones. The "circus" is found by looking at the green bluetooth-signal bar at the bottom of the screen, and once you get close enough, you'll find one waypoint to circus. Finding two of them means you've gotten to circus. However, we simply couldn't let the player run from one point to another, so we used accelerometer to force the player to have stable movement. Should he move too fast or in too quick motions, the penguin becomes stunned for a moment and you can't find the waypoint until you become unstunned. It's very simple game, and you can download the project here and build it using qmake supporting 4.7 or later.
Now, what did I learn from this Game Jam? First: be clear about what you want to make. When we pitched game ideas about the theme, I noticed that several ideas were very ambitious, maybe too much so, as it later turned out to be, not all games were finished. Our idea was very simplistic, maybe even too much, as most of the work was done by the saturday night, even though we added few things that weren't originally going to be in it (such as rumble when you found the waypoint/got stunned, and a scoring system which we didn't implement finally, as we didn't think it was that good). Some projects apparently didn't even get to a playable state, as the backend work took too much time, even when the front-end work was already working and just waiting for the back-end to get finished. So, in short: keep it simple, stupid. You have limited time and limited resources, work with them.
Speaking of resources, let's talk about people. I met many interesting new persons in the site, which was nice, as you could propably find opinions on any given subject you could think of, and in case of dire need, someone would probably lend you a helping hand. There were few who had already made games in a professional company, and some who barely knew how to program. It's this diversity which makes the jam such a great place to make games. And it was also very nice seeing people doing things they normally wouldn't do - people knowing more about graphics would make music or program, and programmers made art (coder art woo!). So, points two and three: don't be afraid of jumping out of your comfort zone, you'll meet new people and learn new skills.
And to add to the "jump out of the comfort zone", we worked with Qt, as I mentioned earlier. The catch was, no one at the project had done any serious stuff (as far as I know) with Qt, so it was an interesting experiment, especially as our UI-programmer/designer didn't know how to program in C++ or QML, though luckily QML apparently resembles JS closely enough for allowing him to work with it, and C++ wasn't really needed on the UI-side. So, I worked with bluetooth and haptic side of the device while the other main programmer worked with accelerometer (from which he had some experience previously) and the game logic. Qt is a neat system to be honest, and I can see myself working more with it, as it makes development for mobile phones ridiculously easy.
Let's get a quick recap: if there's a game developer club near your area, be in contact with them, as Global Game Jam is in January and it's quite likely they'll participate too. See more from here and see if there's going to be a jam close to your location: http://globalgamejam.org/
Seriously, go there. You'll meet new people, learn new skills and get to make a game in short time-frame so you'll see the product of your hands in a short time, what's more to ask?
Oh me, am I going for the next jam? Absolutely. I already had a short discussion with our other programmer that maybe we should try doing some WP7 development next time, should we get our hands on any phones.
If you want to see and download games from this jam of ours, go here. If you want some pictures and raporting (though in Finnish, sorry), go here instead.
So, that's all for now!
Tunnisteet:
C++,
Developing games,
Game developement,
Game Jam,
Mobile development,
Qt
9/1/11
So, what is happening?
As some of you may have noticed, 30th of August came and went, but JARL 0.1 is nowhere to be seen. What happened?
Busy happened, that's what. And now that I'm back to uni, I have a bit less time to develop JARL. However, I've set up a GitHub for JARL, and you can check and download the code from here. I haven't decided anything on the license yet, but the code itself doesn't have that much basis anyway, so feel free to use it any way you want. It's not stable and it won't compile for now, but I'm finishing up the dungeon generation code (corridors have proven troublesome, but I'm not going to give up on that). After that it's just merely creating the player and taking input for movement.
Busy happened, that's what. And now that I'm back to uni, I have a bit less time to develop JARL. However, I've set up a GitHub for JARL, and you can check and download the code from here. I haven't decided anything on the license yet, but the code itself doesn't have that much basis anyway, so feel free to use it any way you want. It's not stable and it won't compile for now, but I'm finishing up the dungeon generation code (corridors have proven troublesome, but I'm not going to give up on that). After that it's just merely creating the player and taking input for movement.
6/19/11
JARL status update ft. Link Dump Time III
Okay, so, long time, no update, let's do a little fix on that. I've been writing a little rant about gaming and my opinions on it, but this is not the time for it, so let's have a little status update on JARL instead, and some interesting links again.
"
So, JARL. I've been working on the ruleset, and will update it soon to much more complete version. I've also been playing with SDL a little, so it will most certainly be featured on release 0.1 and as such, makes the chances of having tileset much more likely. Also, I've begun to rewrite most of the code, as internal logic was getting way too hard to follow. Now it's much more clear and better designed.
Also: there are now 11 character classes, I may add one more if I have time. 12 races still. Aaaand... Tumblr failed me, and now the original projectblog on Tumblr is inaccessible by me, I can't edit or anything. So, when I gain some inspiration, I'll just put a new one up.
And then, links:
A modeling tutorial series for XNA using Blender. Seems pretty nice, though I haven't much experience in either modeling nor Blender in particular.
Alternative way of making 2D animations using skeletal animations. "A word of warning: while skeletal animation helps solve some problems with memory, loading times, smoothness, it is not a silver bullet."
How to make fewer mistakes at writing code. This oughta interest everyone who does any coding. Read through, it's very interesting read.
A chapter on book called "The Architecture of Open Source Applications", this particular chapter being about The Battle of Wesnoth. Really interesting read. "Our developers attempted to lay the foundations for broadening accessibility right from its earliest iteration. This would have undeniable consequences for all aspect of the programming architecture. Major decisions were made largely with this objective in mind. This chapter will provide an in-depth examination of our program with a focus on the efforts to increase accessibility"
Cliffski is angry that indie seems to mean these days the same as "cheap" and "unpolished". I agree with him, it makes no sense. Valve is basically indie company, you see.
Remember to have secure passwords.
Thomas from Frictional Games takes on the subject "Player - the artist?" and I do agree with him very much. "Consider doing a trek through the woods. Even if several people follow the same route in the same forest, each one will have with very different experiences. Some might take side-tracks, have some unique encounters, do the trekking at a different pace, etc. The possibilities are essentially endless. The person doing the journey shapes his/her experience in a unique way and has a big responsibility in how it all turns out. Still, this is not an artistic endeavor."
That's all for now, enjoy.
"
![]() |
| This is what success tastes like |
Also: there are now 11 character classes, I may add one more if I have time. 12 races still. Aaaand... Tumblr failed me, and now the original projectblog on Tumblr is inaccessible by me, I can't edit or anything. So, when I gain some inspiration, I'll just put a new one up.
And then, links:
A modeling tutorial series for XNA using Blender. Seems pretty nice, though I haven't much experience in either modeling nor Blender in particular.
Alternative way of making 2D animations using skeletal animations. "A word of warning: while skeletal animation helps solve some problems with memory, loading times, smoothness, it is not a silver bullet."
How to make fewer mistakes at writing code. This oughta interest everyone who does any coding. Read through, it's very interesting read.
A chapter on book called "The Architecture of Open Source Applications", this particular chapter being about The Battle of Wesnoth. Really interesting read. "Our developers attempted to lay the foundations for broadening accessibility right from its earliest iteration. This would have undeniable consequences for all aspect of the programming architecture. Major decisions were made largely with this objective in mind. This chapter will provide an in-depth examination of our program with a focus on the efforts to increase accessibility"
Cliffski is angry that indie seems to mean these days the same as "cheap" and "unpolished". I agree with him, it makes no sense. Valve is basically indie company, you see.
Remember to have secure passwords.
Thomas from Frictional Games takes on the subject "Player - the artist?" and I do agree with him very much. "Consider doing a trek through the woods. Even if several people follow the same route in the same forest, each one will have with very different experiences. Some might take side-tracks, have some unique encounters, do the trekking at a different pace, etc. The possibilities are essentially endless. The person doing the journey shapes his/her experience in a unique way and has a big responsibility in how it all turns out. Still, this is not an artistic endeavor."
That's all for now, enjoy.
5/14/11
Roadmap
So, I’ve come up with a small roadmap for this project (up to version 0.3). 0.1, as promised, should be ready this summer (meaning, at least before the end of August). 0.2 should come out before new year. 0.3 should come out the next summer, if not sooner.
(Major) release versions, estimated time of release and major features:
0.1 (31.8.2011)
- Basic (inter)actions - movement, (melee) attack, killing, dying, xp, leveling up?, picking stuff up?
- inventory(?)
- console/terminal based
- random generation
- dungeon save format(?)
0.2 (31.12.2011)
- SDL/SMFL/OpenGL (not quite decided yet)
- inventory
- skills (basic)
- more detailed/fleshed out leveling up
- debug/developer-mode
- dungeon save format
- save game format
- spellcasting (?)
- ruleset v. 1.0 should be finished by now
0.3 (1.6.2012)
- more skills
- basic special abilities/attacks
- dialogue
- more interaction
- classes and races
- character generation
- ruleset fixes, should they be needed
Hopefully I'll get 0.2 and 0.3 out sooner than planned, but 0.1 release date is pretty much what it will probably be.
Hey, also, if you have Tumblr, you might to want to follow the project there, there will be less general gamedev-yammering there and more about "what has happened". At least there'll be once I have a little bit more time, at the moment I have final exams for this Spring and two larger schoolprojects going on.
5/3/11
Concepts
I've been drowned in schooldwork lately, and now that I'm getting out of them, I got sick. Brilliant. My nose has been running non-stop for the last 12 hours, and the same thing the day before this one. I feel really heavy-headed. So, not much real work has been done, and I've mainly been playing video games and playing around with concepts and ideas.
I've been thinking about changing the way leveling up works. Instead of the generic DnD-like way of "new talents and abilities per levels", I've been thinking about what if you basically had acces to every ability and spell from the start, but might not be able to use them until you level up enough and gained enough of Mana Points/Power Points/Focus Points/X Points to actually use them?
I've been thinking about changing the way leveling up works. Instead of the generic DnD-like way of "new talents and abilities per levels", I've been thinking about what if you basically had acces to every ability and spell from the start, but might not be able to use them until you level up enough and gained enough of Mana Points/Power Points/Focus Points/X Points to actually use them?
3/27/11
Link Dump Time II
So, I decided to start rewriting the whole project because I had designed pretty much everything backwards. Instead of fixing it I decided it would be far more easy to just copy some of the code and write more flexible code. I've laid down some fundamental features that JARL (the project name for the roguelike) will feature.
- AI-companion(s)
- 12 playable races and 12-14 playable classes (I gotta settle this down as soon as possible)
- Multiclassing
- Skill system with synergies (if you have high skill in Acrobatics, you get a small bonus to Dodge or something like that)
- Dungeons will be created with different themes (catacombs, dungeons, tunnels, arena, etc)
- World map
I'm starting the rewrite by rewriting the dungeon generation code. I feel it is too limited at the moment, with only straight tunnels and square rooms having tops 2 doors. What I want is that rooms might have more doors and tunnels might be shaped like T or X or even |----|--|, if you understand what I'm trying to say.
But hey, some links that I've picked up along the way!
File destructor, just when you desperately need more time for your homeworks.
A blog about FOSS-games and development
Automatic CS-paper generator.
Generating random fractal terrain. An interesting read alright.
Want to make a game? This is a must.
Why Getter and Setter are evil.
A nice program to make tilesets.
An interesting read about the way how Crash Bandicoot came to be.
What makes an RPG an RPG? About the same subject I posted last time.
AI programming in Java
Oh hey, it's summertime! Damn, we jumped an hour, and it's 5 am?
2/28/11
Role-playing games and mechanics
I've been doing a lot of designing lately and I just thought that I should make a post about what I feel about role-playing games and their mechanics. These are my opinions, and if you disagree with some points, feel free to comment. Be warned, wall of text inboud.
Edited: note to self - do not write while sleepy, you'll forget a lot of things and jump out of the text.
Edited: note to self - do not write while sleepy, you'll forget a lot of things and jump out of the text.
2/4/11
Link Dump Time
Nothing fancy going on, so I thought that I might as well dump some of those links that I've stored under "Interesting, read soon"-section of my bookmarks.
http://seanmalstrom.wordpress.com/2009/05/19/treat-paying-customers-better-than-potential-customers/
Treat paying customers better than potential customers. Remember those times when you bought a boxed copy of a video game and it included about 200-page manual, maybe maps and other fancy stuff? What happened to those times, one would think that all this extra stuff would make your purchase feel more worth your money.
http://www.eurogamer.net/articles/2010-11-30-music-to-play-games-by-article
A nice article about video game music.
http://arstechnica.com/gaming/reviews/2011/01/history-of-graphic-adventures.ars
A short history of graphical adventure games. Well worth your time, and nostalgia.
http://gamereader.net/2010/12/07/tyranny-of-the-masses/
What if the data collected from video gamers means that the games will be less complex? An example: in ME2, Soldier was the most played class and was played more than every other class combined. What if some CEO draws conclusions, that because of this, there really isn't need for the other classes?
http://gafferongames.com/
Game Developement articles and tutorials. Well worth your time.
http://www.koonsolo.com/news/dewitters-gameloop/
Interested abot gameloop? Go read.
http://roguebasin.roguelikedevelopment.org/index.php?title=Dungeon-Building_Algorithm
A basic dungeon building algorithm for roguelikes. If you're interested, go read.
http://tutorialblog.org/pixel-art-tutorials/
Pixel Art tutorials. I didn't learn anything, but I'm not really visual artist. Anyway, good tutorials.
And something not so serious:
http://norefuge.net/vgng/vgng.html
Need a name for your video game? Here you go.
http://www.goodfuckingdesignadvice.com/index.php?adviceID=69
Good design advice. Fucking good.
http://seanmalstrom.wordpress.com/2009/05/19/treat-paying-customers-better-than-potential-customers/
Treat paying customers better than potential customers. Remember those times when you bought a boxed copy of a video game and it included about 200-page manual, maybe maps and other fancy stuff? What happened to those times, one would think that all this extra stuff would make your purchase feel more worth your money.
http://www.eurogamer.net/articles/2010-11-30-music-to-play-games-by-article
A nice article about video game music.
http://arstechnica.com/gaming/reviews/2011/01/history-of-graphic-adventures.ars
A short history of graphical adventure games. Well worth your time, and nostalgia.
http://gamereader.net/2010/12/07/tyranny-of-the-masses/
What if the data collected from video gamers means that the games will be less complex? An example: in ME2, Soldier was the most played class and was played more than every other class combined. What if some CEO draws conclusions, that because of this, there really isn't need for the other classes?
http://gafferongames.com/
Game Developement articles and tutorials. Well worth your time.
http://www.koonsolo.com/news/dewitters-gameloop/
Interested abot gameloop? Go read.
http://roguebasin.roguelikedevelopment.org/index.php?title=Dungeon-Building_Algorithm
A basic dungeon building algorithm for roguelikes. If you're interested, go read.
http://tutorialblog.org/pixel-art-tutorials/
Pixel Art tutorials. I didn't learn anything, but I'm not really visual artist. Anyway, good tutorials.
And something not so serious:
http://norefuge.net/vgng/vgng.html
Need a name for your video game? Here you go.
http://www.goodfuckingdesignadvice.com/index.php?adviceID=69
Good design advice. Fucking good.
1/24/11
Hi again! So, I promised a text about classes and races and whatnot, so here it comes! I have a lot of thoughts at the moment about these classes and races and am likely to add and change things as the project is still starting, but anyways.
Code is coming nicely, dungeon generation is almost complete, it just needs a little tweaking so that I can parametrize dungeon creation, meaning there could be catacomb-like dungeons, arena-like dungeons and so forth.
Also, if you have any feedback or suggestions or whatever, please, feel free to tell me.
Ps. It's freaking cold outside. Dang.
Edit:// it seems something broke, but I fixed the text size.
Code is coming nicely, dungeon generation is almost complete, it just needs a little tweaking so that I can parametrize dungeon creation, meaning there could be catacomb-like dungeons, arena-like dungeons and so forth.
Also, if you have any feedback or suggestions or whatever, please, feel free to tell me.
Ps. It's freaking cold outside. Dang.
Edit:// it seems something broke, but I fixed the text size.
12/25/10
Happy holidays!
So, it's Christmas, I hope everyone of you is having a great time. Got myself N900, it's a cool toy to play around with, with some great possibilities. We'll see what can be made out of it.
Oh yeah, the roguelike - I've done some experimenting, and the dungeon generation is beginning to shape like I want it to be. Also I've done some tinkering with rules, removed some classes (for being, you know, pretty much useless) or making them specialization for some other class. I've thought about making something like prestige classes from D&D, but I've not dwelled very deeply into it.
I'll make an update about the classes, skills, races and world sometime soon. I hope. :)
Oh yeah, the roguelike - I've done some experimenting, and the dungeon generation is beginning to shape like I want it to be. Also I've done some tinkering with rules, removed some classes (for being, you know, pretty much useless) or making them specialization for some other class. I've thought about making something like prestige classes from D&D, but I've not dwelled very deeply into it.
I'll make an update about the classes, skills, races and world sometime soon. I hope. :)
11/23/10
Some designing
So, as I learned (and I guess still am learning) from the platformer project, there's one golden rule for these projects - design before implementation. It's fun and all to dive head first coding and throwing in some ideas you might have, but if it isn't designed well enough, you'll end up knee deep in... well, you catch my drift.
Sleepless night tonight, so I decided I might as well do some designing and specifications for the roguelike. Some pretty rough ones, nothing too specific yet, but getting there slowly and steady. I might as well paste them here, I guess someone wants to read them. And if you have any ideas or suggestions, feel free to tell me!
http://www.goodfuckingdesignadvice.com/ proves to be always a good source of inspiration for designing.
Sleepless night tonight, so I decided I might as well do some designing and specifications for the roguelike. Some pretty rough ones, nothing too specific yet, but getting there slowly and steady. I might as well paste them here, I guess someone wants to read them. And if you have any ideas or suggestions, feel free to tell me!
http://www.goodfuckingdesignadvice.com/ proves to be always a good source of inspiration for designing.
11/20/10
+-
So, I've been a bit lazy with updating lately. Sorry about that!
As some of you may know, I've halted the developement for the platformer for now, because I'm swamped with work. And yet for some reason I volunteered for programmer slot in a Unity-project. I guess I'll release the one level platformer some time around January or February. And as it is, I'd like to know some good places to upload code to share, as I don't think its quite convenient to upload all the code here, eh.
So, the Unity-project, or as it should be called, "The Curtain". It is a biiiig surprise. I guess. I'm still not all sure about what it's all about, but I guess we'll find out. Pretty nifty thing, this Unity. Although it does have some problems.
Oh yeah, roguelike! I've been designing the ruleset for it for now and it's getting closer to actual testing phase. Once it's ready I'll release it somewhere, free of course. You are allowed to use it as you will, modify it even if you think it's necessary and so forth. I'll try to make it as usable as possible to be used in tabletop roleplaying games, but being made for computer game, it'll need some modifications for it. Unless I invent some good way to bypass that.
So yeah, that's all for now.
Ps. there's snow everywhere. Yay!
As some of you may know, I've halted the developement for the platformer for now, because I'm swamped with work. And yet for some reason I volunteered for programmer slot in a Unity-project. I guess I'll release the one level platformer some time around January or February. And as it is, I'd like to know some good places to upload code to share, as I don't think its quite convenient to upload all the code here, eh.
So, the Unity-project, or as it should be called, "The Curtain". It is a biiiig surprise. I guess. I'm still not all sure about what it's all about, but I guess we'll find out. Pretty nifty thing, this Unity. Although it does have some problems.
Oh yeah, roguelike! I've been designing the ruleset for it for now and it's getting closer to actual testing phase. Once it's ready I'll release it somewhere, free of course. You are allowed to use it as you will, modify it even if you think it's necessary and so forth. I'll try to make it as usable as possible to be used in tabletop roleplaying games, but being made for computer game, it'll need some modifications for it. Unless I invent some good way to bypass that.
So yeah, that's all for now.
Ps. there's snow everywhere. Yay!
10/26/10
Back again (also, I have Twitter now!)
Hello!
So, we got back from Paris late in the Saturday evening. What a refreshing holiday, I have to say. Although my French was rusty, I managed to communicate with the locals (although from time to time we had to use English). Eiffel Tower, Arc de Triomphe, Louvre, Mona Lisa, Versailles... we visited a lot of places, but many were left out, like the Catacombs. I feel a whole lot more cheerful and powered up in all ways, which is a good thing, because I'm going to have hellalot coding ahead of me.
So, we got back from Paris late in the Saturday evening. What a refreshing holiday, I have to say. Although my French was rusty, I managed to communicate with the locals (although from time to time we had to use English). Eiffel Tower, Arc de Triomphe, Louvre, Mona Lisa, Versailles... we visited a lot of places, but many were left out, like the Catacombs. I feel a whole lot more cheerful and powered up in all ways, which is a good thing, because I'm going to have hellalot coding ahead of me.
10/17/10
Just another generic post title
Soooo.
I finished (finally!) the second deadline version of the platformer. It is ugly and very, very rough. But it works (with some major flaws). For the last deadline all it takes is some smoothing around the edges, little randomization and so forth. When it is done I'll probably get busy with the roguelike, although the gamedev club of ours has a few projects coming up in which I have some interest taking part in. I won't spoil the surprise though, I'll tell you more later (if I happen to become a member of developer team for project).
I finished (finally!) the second deadline version of the platformer. It is ugly and very, very rough. But it works (with some major flaws). For the last deadline all it takes is some smoothing around the edges, little randomization and so forth. When it is done I'll probably get busy with the roguelike, although the gamedev club of ours has a few projects coming up in which I have some interest taking part in. I won't spoil the surprise though, I'll tell you more later (if I happen to become a member of developer team for project).
10/14/10
Disappointment
Sooooo, long time no update. I'll just write some major thoughts right now.
After being lazy for too long I took up the coding again and actually got around to write the code for jumping. It worked (in a way, at least), but when it came to collision detection everything went to hell. I simply failed to make it so, that the blob would stop when it lands on platform - instead it fell happily through. It turned out I had some major flaws in code (especially considering hitboxes and rectangles) and so I decided to ditch the old code and begin writing new (which wouldn't take long, as I had some pretty good tutorials and examples at my hand). I wonder if I get the code ready tonight (it's now three days late from deadline!) and if it is any good for further use. Hopefully so, stay tuned!
After being lazy for too long I took up the coding again and actually got around to write the code for jumping. It worked (in a way, at least), but when it came to collision detection everything went to hell. I simply failed to make it so, that the blob would stop when it lands on platform - instead it fell happily through. It turned out I had some major flaws in code (especially considering hitboxes and rectangles) and so I decided to ditch the old code and begin writing new (which wouldn't take long, as I had some pretty good tutorials and examples at my hand). I wonder if I get the code ready tonight (it's now three days late from deadline!) and if it is any good for further use. Hopefully so, stay tuned!
9/26/10
A very short yet image-rich update
I still can't draw, but luckily my girlfriend knows how to use Paint and Photoshop.
I've decided to implement "simple gravity": whenever object is not upon platform, it's speed on Y-axis is multiplied by -1. If I have enough time I'll do something better.
I've decided to implement "simple gravity": whenever object is not upon platform, it's speed on Y-axis is multiplied by -1. If I have enough time I'll do something better.
9/23/10
Just another short update
Finally got the gravity working on the platformer. The jumping, not so much. It seems to have some tricky parts, but I guess I'll manage to do it if I can just grab the motivation from somewhere. At the moment the roguelike-project just buuuuurns in my hands and I can't wait to get on to it. But priorization is the first thing to do now, I'll have to work for this damned "blop gets keys, avoids ghosts and loots some sweet-ass treasure"-platformer. Oh, and have I mentioned already that I just love XNA? It makes everything so damn easy. Although I hate the way Visual Studio puts all my wavebrackets on their own lines. It's infuriating! And why are the line number-options so well hidden? It took me some time in Google to find out how to turn them on! Unforgivable.
9/20/10
Just a quick update
So, I've finally got random dungeon generation working, although it could use a lot of tweaking (especially for getting those lovely long corridors!) and making corridors actually make sense. I'll include the source code in the end, so if you're interested you can have a look at it. Next up: including player character into the screen and enabling movement and collisions!
The platformer, on the other hand, progresses rather slow. I've just started implementing some kind of gravity to it, but it seems to be rather tricky from time to time. Hopefully it'll sort out in time. (Also, I suck at drawing so the game will most likely be hideous).
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