Archive for the 'Tools Programming' Category

To port or not to port…

Some progress:

Menus, game settings, high scores and joy pad configuration (still messy though) are in and working. Screens fade over nicely from one into the other, pause mode is working, so it is time to add the player or start porting ParticlesMAX over… I think I will start with the particle engine, as the player will need the particle engine for guns, lasers and engine anyway…

Over at the forums at muttleyville, we’re been kicking around ideas for the design as how it would fit into the framework. Streamlining things a bit never hurts and so that it what we’re trying to do as well.

What does this mean for the ‘standalone’ version of ParticlesMAX? I doubt it will be updated from now on, but it will remain online for anyone who wants to use it. There have been plenty of downloads but not one comment from users so I guess it’s not widely implemented anyway. As wxMAX is not a part of the framework, the new editor will be a separate build and will be provided as a binary from the framework Google Code site. Source code will be provided of course, but it cannot be compiled unless you install wxMAX from here.

On a personal note: I have sold my PS3 to my nieces’ boyfriend and got me a PS3 Slim, in the combination pack with Uncharted 2. Now THAT is a cool game, and I don’t even suck at it… The cover system is brilliant, better than in Gears of War and without the annoying icons. Cool story, excellent game play, the cinematics and voice acting are top notch. I really am enjoying this, I might even finish it and do it all again :) And graphically it’s just …wow…  But don’t you just hate that Yeti?

Moving to Retro remakes Framework

I’ve decided to move my game from my own framework to the retro remakes framework. This framework is a work in progress, and it is missing some stuff that my game needs, but we will add that to the framework. Yes, I have been added to that Google code project. First thing to do is get a basic game working using that framework and work from there.

The framework will also enable me to release Trapped (and any future game) on more platforms, think Linux and OSX. I also been added as a committer to the project so expect some of my code to slip into the framework. What does this mean for particleMax? I’ll probably still offer a stand alone version once it is up and running in the frame work.

On a personal note: Next week we will go to Denmark for a few days. Of course we will go to Lego land :) So I will be off the grid for some time. This Sunday we head off to the cold north.

Trapped dev update 22

Whilst working on some internal stuff I noticed that I was still using a separate type for the particle engine objects position and interaction with it (rotation, velocity, etc) . This is a code structure heavily used since the Blitz 2D/3D days and it kind of snuck in. I’ve gotten rid of that external type and put its code properly in the engine base object. This simplifies some code further along in the extension path which is great!

I’ve been working on a spreadsheet to draft out the game and enemy progression. How do aliens develop over the course of the game, when does which alien get introduced, what are their characteristics on each level and what bonuses / possibilities does the game offer me at which point? And what does the player need to be able to stay alive? The arms race is laid out here as well, folks. This will help me to streamline the player experience and make sure that new stuff gets introduced at the correct times in the game so the player is not overwhelmed (or underwhelmed :) ) and the flow of aliens is constant.

Here is an example of the sheet:

image

Bonus rounds at set intervals introduce new stuff to the player and offer challenges to earn other stuff. :) I can’t be more specific now, sorry :) Putting these things down makes me think about the aliens, the rules they have to follow and the general flow of the game. Also, I’m getting an idea of how many different aliens I need to fill the planned levels. oh dear.

Trapped dev update 21

I’ll start using the update numbers again as we move forward!

Development time has been spent on getting the hi-scores working correctly and the load/save methods of these. The particle engine is behaving quite nicely in the game. There were some problems with sticky emitters, but that has been solved and after the last changes I was able to add some new effects without needing any change to the engine code so I’m pleased with that. I uploaded the new code to the SVN, and I will release a new build of the editor real soon as well.

I still have one timing issue: once in a while the game stutters. This doesn’t happen when I turn of render tweening so the problem is in that piece of code but I haven’t been able to find the problem yet. It is kind of annoying but not a show-stopper. I’ll find it.

The collector is back in the game. It now has its own little HUD so the player can see how many aliens it can collect and what the multiplier value is. Next item will be the keyboard/mouse control scheme. Different guns are working as well, and so far the collection contains single, dual and triple guns. I’ll be adding beams and lasers after that and then it’s back to the aliens. I still find it hard to give them an interesting shape so we’ll see how that progresses. I don’t know why I cannot find a satisfying appearance for the aliens, but once I crack that little problem I’m golden.

What is also needed is a way to record a playing session so I can create an introduction movie to explain the various game mechanics. It will be something like a little movie which pauses from time to time to point out certain aspects of the gameplay. Should be fun to create and record, but I’m still wondering how to approach it. Anyone reading this with ideas?

On a personal level: the house improvement continues and now the new front side is almost done. Looking good already and tomorrow the first part should be done.

Vacation time!

We just got back from a weekend of eating burned meat, drinking beers, visiting amusement parks, swimming and hiking. It was fun, but now it’s time to begin our vacation in earnest :)

So I went and saw Public Enemies last night. Cool movie, highly recommended if you like classic crime movies. I also ordered the first part of the Neil Young Archives on blu-ray! I cannot wait for that to arrive on my doormat so I can start exploring!

Before we went away for the weekend I finished the changes in the particle editor and engine. So far so good, the particle engine dropped into the game with no problems. I attached the first emitter in the game to the player ship, so it has an engine now. I can see some inconsistencies in the way the particles get spawned, so that needs to be fixed first before I can move on. It only happens when the game area is scrolling so it should not be hard to find. Next up is then some bullets, explosions and lasers. Big friggin’ lazers mounted on top of the big friggin’ spaceship… Or was that sharks? I keep forgetting!

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