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I’m not dead!

Whoa… almost 5 months since last time! I gotta post more than twice a year :)

Anyways, I’ve been quite busy since last time:

  • My pwn game library is still in development.
  • and I’ve entered ludum dare twice..

I’ve posted my first entry, let’s go cave exploring, earlier in this blog. My second entry for the “Explore” theme was “Xplorer – the game” a kinda unfinished 2-player game that ends when everything is explored

And my entry for the “islands” theme, that finished roughly one week ago, was “The Traveling Salesman Problem” where you are a saleman byuing and selling stuff, trying to avoid pirates and saving your dad.

Reulf

In a black & white Paris, little creatures with paintbrush decide to brighten up the city…

I’ve been busy!

Since last time I’ve entered Ludum Dare and actually finished at 75ths place and a bronze in community – yay me.

Since then I’ve integrated the half/16-bit float from the glorious OpenEXR-project into my game-library pwn.

I’ve also been thinking about creating a 2d level editor as editing text-files suck, and there doesn’t seem to be a good level-editor. Most of the 2d level editors are focused on tile-based editing, but I want a more free-flow sprite-based editor, like the aquaria editor(nicely captured by wolfire design tour) or the boingo editor that is briefly visible in their sga trailer. Preferably I like the editor to be integrate-able with box2d (so that it generates the collision geometry).

Oh, The Temptation

epic fail

I probably should have posted this earlier, however I been sleeping and sobbing over the fact that I didn’t finish no more sweden :) . A few hours before deadline all tiles in one layer went 3 tiles up, but collision-tiles were still in the same place. I though that was strange so I went to check the map in the (external) editor, and to my horror it didn’t load. No message, no crash nor any exception – just silence.

So the map-editor didn’t want to load my map, some tiles were 3 tiles away(kinda makes platforming hard) and my here, who was going to be a noble knight, looked like a 3-year-old was trying to draw the spaghetti-monster and failed. I gave up.

Next time around I use my own editor that doesn’t require you to exit when loading, doesn’t write a schema link that forces a proper xml-reader to verify it and support external entities and rotated sprites, plus I’m gonna use a library that’s a little bit more stable.

I made the mistake to use sfml.net without prior testing. Turns out that there is a bug in it that makes fonts unusable. I should be a good open-source developer and track that bug down, and let the sfml guys know of it, since they have done such a nice library and are quick with the support/responses on the forums.

Anyway, no more sweden was a fun, despite the fact that I was at work for the most of the time, and I hope to do it again next year, hopefully with a better planned vacation.

So my bicycle have been trashed for some time now. Since Thursday actually. It really isnt a big deal unless I was attending No More Sweden and bicycle is my only viable transportation. I might have to rent one if it doesn’t get finished. It was actually supposed to be finished this Monday, but they are missing spare parts. That’s right spare parts I bike hard.bikehard

Though my extreme/hard-biking might be beacuse I’m so

1337

:)

Considering my transportation the hardcore game-development, that I entered at the start of this week, hasn’t taken a all that serious blow. Yes I am behind schedule, but not that much. Considering I only had a black screen with no code whatsoever and I now have a almost complete level-loading, collision-detection and game-state code I am might proud ;)

So I’m attending this game-jam called No more sweden(funny name) this week. Wednesday/Thursday to Saturday/Sunday. I’ll be attending most of it, though I have to work at Thursday and Friday, which is a bummer,  so Ive been thinking at what kind of game I’m be making. I’ve been thinking about making a simple plat former for some time now, and this might be good time as any to make it a reality.

I think I’ve chosen my tools. C# as the programming language for it’s rapid development time, sfml.net for it easiness (actually I’m forced to compile it since the official distribution was missing some things though the C++ version is the best 2d/OpenGL launcher library) and tiled for it’s easy-loadable data and unfriendliness.

Since any preparations is allowed I’m gonna jump-start and code that plat-former starting today, I might have a huge merge-problem when I get my topics, but that’s a problem for future gustav :)

On a small side-note, my aggregator tells me that I got ~200 unread items, most of them are lifehackerposts. I’ve been postponing the unavoidable and I think should read some of them – soon. I just gotta do this first ;)

Yo Frankie!

Given that I sacked tetris more than a month ago, gamedev has been pretty stale at the moment. I’ve been studying fighting-systems and analysing combo-lists for the fighting-system in survivors. The usual stuff. However since the last post I’ve been thinking about remaking Yo Frankie! with my tetris engine.

Tetris actually outlived it’s purpose, as the purpose of the tetris project was to build a solid foundation for survivors and all my other 3d games. So the purpose of Yo Frankie is to get a solid 3d game. The reason why tetris and Yo Frankie are a great choice for these games is that both tetris and Frankie have all defined game-play elements written down in stone and free media already available at start, I believe this is to be a huge motivational-booster. This is especially true in the case of Yo Frankie. I get free(cc licensed) good-looking 3d test data, with a cohesive design. On top of that it also includes high-quality animations and appropriate sound and music effects.

I really couldn’t ask for more :)

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