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Posts tagged with "game development"

Feb 6
Wehey! Well we finally have tiles, basic demo of tilemap course, just trying to figure out Maths again as we all know i’m shit at it haha.

Wehey! Well we finally have tiles, basic demo of tilemap course, just trying to figure out Maths again as we all know i’m shit at it haha.

Feb 5

Finaly!   

blitz-uk:

I’ve finally managed to sit down and come up with the game’s final description! About fucking time i hear you say. I generally don’t come up with descriptions for anything i create at all, and certainly not too early on in development, so now when things are really starting to take shape, i think…

This is more relevent now, hope it helps

Feb 5
Benchmarking…
It’s getting there! Some more great progress tongiht.I managed to get a decent FPS with 5,000 Sprites/Images all moving and doing their own thing individually, there are around 15 different textures loaded in here too.
I think thats pretty well damn impressive for a late night coding session aha. Now time for bed i think, using just 1 texture and around 20,000 sprites i managed to get a framerate of around 20 also. Which is nice to know!
Watch this space… Were back in business baby! :D

Benchmarking…

It’s getting there! Some more great progress tongiht.
I managed to get a decent FPS with 5,000 Sprites/Images all moving and doing their own thing individually, there are around 15 different textures loaded in here too.

I think thats pretty well damn impressive for a late night coding session aha. Now time for bed i think, using just 1 texture and around 20,000 sprites i managed to get a framerate of around 20 also. Which is nice to know!

Watch this space… Were back in business baby! :D

Feb 4
Well! I know this isn’t much, but continuing on in my free time i’ve managed to rewrite alot of it and also start using a Graphics Library (Since i don’t want to waste all the freetime that i have writing something that already exists and is better and is relevant to me).
What is this you ask?Well, for me. This is one of my 2014 “resolutions” (If that bullshit still exists :D) To continue on a project. It’s going to be the carry on of one of my previous projects, namely Halfling-Life possibly. But we will see where this takes us this time. 
All this screenshot is showing that my Window Manager is active and working (Create, move resize, delete ect on the fly), and a simple debugging ‘wrapper’.
I’m trying to upload as many screenshots and Completed tasks of this new project as sometimes i like to look back and marvel at what i’ve created.Let the havoc begin guys :) - It’s been a long while.
#GameDevelopment is back!

Well! I know this isn’t much, but continuing on in my free time i’ve managed to rewrite alot of it and also start using a Graphics Library (Since i don’t want to waste all the freetime that i have writing something that already exists and is better and is relevant to me).

What is this you ask?
Well, for me. This is one of my 2014 “resolutions” (If that bullshit still exists :D) To continue on a project. It’s going to be the carry on of one of my previous projects, namely Halfling-Life possibly. But we will see where this takes us this time.

All this screenshot is showing that my Window Manager is active and working (Create, move resize, delete ect on the fly), and a simple debugging ‘wrapper’.

I’m trying to upload as many screenshots and Completed tasks of this new project as sometimes i like to look back and marvel at what i’ve created.
Let the havoc begin guys :) - It’s been a long while.

#GameDevelopment is back!

Usually, and i do mean “usually”.
Making a game takes time, effort and resources. From not just one person, a select few at least.
Yet nearly all the time, all the credit & spotlight is shone on one main person usually. It’s a team effort if you ask me. Even if it’s an idea, it’s an idea that made that game the way it is.

I think the Reviews, Magazines and Newspapers need to understand this more. It’s annoying as fuck yet we see it all the time.

Regardless even though i’m a solo developer. I still think credit where it’s due for the help and support that is given along the way.

Just my 2 cents!

Mar 7
So i planned out a list of what needs to be done first and what will benefit being done before what ect in my codename Project Blue Inventory project..I ended up creating an awesome Window Manager! It creates, removes, hides, shows, renames Windows made for the User (on-screen windows, not popups). Kind of like User Interface Containers! I think it’s a great addition and im pretty proud of it for less than a days work.You can even drag them about using the header bar and resize them, cool!
(The screenshot is very basic, it just shows that i created 2 dynamic windows using the Window Manager, and used one of them to add debugging information to)

So i planned out a list of what needs to be done first and what will benefit being done before what ect in my codename Project Blue Inventory project..

I ended up creating an awesome Window Manager! It creates, removes, hides, shows, renames Windows made for the User (on-screen windows, not popups). Kind of like User Interface Containers! I think it’s a great addition and im pretty proud of it for less than a days work.
You can even drag them about using the header bar and resize them, cool!

(The screenshot is very basic, it just shows that i created 2 dynamic windows using the Window Manager, and used one of them to add debugging information to)

Motivation, where the fuck are you!

Lately i havn’t been bothered to do much coding, gaming or anything else in that matter, just alot of movies and Youtube i guess.
Everytime i opened up Notepad++ i would just sigh knowing of all the different projects i still havn’t got around to complete yet.

I am of course still so excited about the Project Blue Inventory game in Canvas, and the Halfling-Life game (Although Halfling-Life is on hold for now).
So to get my motivation slowly up and running again, i’m going to work on things not such as game related for Halfling-Life, but just something a bit different.

So i ended up brainstorming the main different thing i would need for the Game, not the gameplay style, but the core game engine. Lets do this baby from scratch.

First on the list is the GUI - As you may know i find it very hard to work on a project of the interface is just a complete mess. It needs to be able to work from the start so i can add and remove things, show debug information ect so easily without much effort.

So thats what the plan is for today, the “Window” functions inside the engine class.
It will be able to create a sexy looking interface window, have parameters when initializing a new game window, for example, draggable, resizable ect. Ability to hide and show a window without actually removing it or it’s content from the game. And of course to delete the interface window thingy. I’m sure i’ll be able to think of more as i go but thats it for now!

Start of small, and slowly, i’ll get there! :)

Progress on the new engine. Day 1.

I’m not going to bore you about all the latest troubles i’ve been having with C# and XNA due to my terrible knowledge. So i’ll get onto the good stuffs.

The new game engine is up and running, albiet to the very basic features, and no game-wise features at all.
I’m using XNA to help me out because lets face it, it is going to make my job 100x easier, and theres no point recreating it if somebody already has made it better than me. Spending way more time optimizing and developing features for it.

So far all i have managed to add is.
Engine class, this contains a “message” log sort of thing, along with a few start variables for when the engine needs them, versions, game name things and also a little function which allows me to change the game window size on the fly. Lovely!
Map Class, not much is contained in this, other than a few tester functions letting me try and work out C# fixed arrays. I’m getting the hang of it now. Sort of :).
This will eventually contain the preloader for the map (More info below on this). This will eventually be mainly used for figuring out tiles needs to be currently drawn, and other things in that area.
Tile class, this is called each time the map class wants to create a new tile, it allows to easily create a new instance of a tile, including positioning on the screen, tile information (Type?), and also the position of the image on the main tiles tileset.
Also, spent about 10 minutes putting all the tiles currently made into a single tileset.
I also googled alot of time for support on stopping textures going blurry when being enlarged (As pixel are looks terrible when blurry), in the end i could change sampler type to pointWrap, which instantly fixed my problem.

So yes, maybe i am over complicating things at the moment, especially this being a bad way of going about when learning the language, but it’s all working well. Of course i spent like 30 minutes playing around with the same bit of code just to get it to work, but at least after playing around with it, i know for next time, how to fix that problem again.

I’ve also managed to add perlin noise to the engine, this allows me to create dynamic landscapes in the game again. This was a must for me. Luckily again - Google to the rescue where someone had already created a perlin noise class. Lovely!
I’ve literally just this minute got it working, and drawn it onto a pictureBox (c# not xna), just to test how it works with live results. Success as it all works as expected. It means i get to spend days and days figuring out a great looking algorithm to generate the landscape.

I am also going tos tick with a fixed array rather than a list for the tiles as it makes sense, the map size >will< be fixed for now, so i wouldn’t need the tile array to be bigger than the map size.

And thats about it really, it’s been an exciting “first day” really, i had spent the past few days youtubing my ass off at C# tutorials and reading so many tutorials too but at the end of the day, the best way for me personally to learn a language is just to get stuck in and play around with it all - So today thats what i decided to do…

Earlier on i thought that the progress was really slow on the engine (As to be expected working in a new langauge), but looking back, writing about it all today, it’s gone quite well.. I’m impressed with myself for once :).

rapidflowstudios said: haha sorry, I got you mixed up with somebody else that I’m following. He’s making a tile-based side-scroller

Haha that’s fine, was about to say! - At first i was thinking, meh? Game Maker? nawwww - He really never just said that hehe… never really got the hang of it, alright for the right people who it will benefit it, i’m a stubborn bastard who’s stuck in his old ways of coding in Notepad++, it’s basically why i own an OS, just so i can run notepad++ haha oh god!

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Little screenshot showing the recent optizations, mainly the cut off points around your screen, again - This will be widened soon, i just needed to see a few things while debugging.

Little screenshot showing the recent optizations, mainly the cut off points around your screen, again - This will be widened soon, i just needed to see a few things while debugging.