Apr
16
2012
0

SFML 2.0-RC and rbSFML-RC

Since SFML 2.0 is getting a release candidate status now I will have to put out a release candidate for rbSFML as well. A tag has been put up on Groogy/rbSFML for the release candidate 1.0-rc.

Go ahead and use it and have fun coding in ruby! I am most interested in anything you have to show and especially if you find bugs or flaws in the design.

I was hoping to create documentation and RSpec specifications for the bindings but I don’t have the time currently. If anyone is interested to help me out and do some kind of tutorial or something like that please let me know.

Written by Groogy in: rbSFML | Tags: , , , , , ,
Feb
03
2012
0

First year at The Game Assembly Part 2 – Point & Click

Alright time for the Point & Click adventure. I got so much I want to write here. And I also want to say that after I finished this project I had a new-found respect for all point & click developers. Myst, Riven, Monkey Island, etc. You guys are geniuses! I could never have imagined how much work and love there is behind these games.

Alright so the game, what’s it’s about? Well we named it Moustache Chronicles : The Q-tards Uprising

Moustache Chronicles : The Q-tards Uprising

(more…)

Dec
19
2011
0

First year at The Game Assembly Part 2 – Text Adventure!

Alright so I finally got some time to continue writing about my experiences at The Game Assembly.

The first project we worked at in team was our text adventure game which we wrote in the ALAN language. This was my first experience working in a group and to top it off we even had different professions in the group. Sure we are both artisans but two very different kinds. We are programmers and they graphical artists. And the first wall we had to overcome was the clash between us. You could directly notice a difference in personality and workload. It really surprised me, I’ve always viewed myself as lazy, but my first impression was how easy going the artists were. We had strict guidelines to work from 9.00 to 18.00 but most programmers worked way beyond this as we had courses and homework at the same time as we had our project. The artists were the exact opposite and if we wanted something done we had to nag… a lot. It was an interesting experience to say the least.

(more…)

Sep
27
2011
3

I can’t stop coding! Madness Script reborn

Yeah well seems like I can’t stop messing around with high level languages. Last week I started working on a new version of madness script but since the differences are pretty huge between them I call it Runescript instead and are dropping Madness Script for all future. I would say Runescript is a lot more mature and bla bla bla. I can brag about it a lot but it will be some time before I feel ready to put it up on GitHub for public use.

(more…)

Sep
09
2011
2

First year at The Game Assembly Part 1

Well spite my big programming experiences before starting at The Game Assembly I still had a pretty tough year and learned a lot. (more…)

Sep
09
2011
0

I’m back with a lot of stuff

Yeah, I neglected my blog a little but I’ve been working a lot both in the university and with my own personal projects. In the coming weekend I’ll be trying to summarize what I’ve been doing and post some projects that has been done at The Game Assembly and what I’ve learned from them. Some of the projects is actually reusable for your own projects and in fact I have them in my template Visual Studio project that I use for developing other projects at the school.

Oh and don’t forget I have my personal projects too. If you’ve been stalking me you might know what those are. These projects show how I’ve been becoming more mature as a programmer. One of the projects I know have users as they have commented, reported bugs and so on. Which I think is pretty cool.

From the school game projects I will be posting links so one can download it both playable and with source code. I want to say that my second project, the Point&Click game I am especially proud of. It’s very polished although pretty short it to me has a very high quality and does not differentiate from industry produced games. If we had a year instead of 8 weeks to make it I think we could have made a complete game and long one.

Written by Groogy in: General | Tags: , ,
Aug
17
2010
1

Walk trough the memory with CallStack

Took me one day to complete this. These classes will let you walk trough the call stack with C++ and access local variables or arguments in other functions than the current one. I’m trying to follow the KISS(Keep-It-Simple-Stupid) method so it’s very straightforward to work with. The documentation can be found here. And here’s the GitHub repo.
(more…)

Aug
02
2010
1

Ascension – View script draft

Aight I’m coming somewhere now and is about to start on the three mode/view classes that will be called View, ViewController and ViewModel and they will work after the Model-View-Controller concept and first one to be made is the ViewModel which will be the configuration script interface to the application.

It will work like this that the game is going to open the folder “data/views” and in there it’s going to look up all the files that fit *.view and load each and one of them into their own ViewModel class.

Here’s an example script:

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self.SetName("Test")
 
OnInit = self.NewMethod("OnInit")
OnInit < Standard.Kernel.PrintLine("YAY! =D")
OnInit < quit_button.RegisterSignalHandler("Signal.Button.Click", OnButtonClick)
OnInit < background.FitToWindow()
 
OnDeinit = self.NewMethod("OnDeinit")
OnDeinit < Standard.Kernel.PrintLine("Auuw! D=")
OnDeinit < quit_button.UnregisterSignalHandler("Signal.Button.Click", OnButtonClick)
 
OnButtonClick = self.NewMethod("OnButtonClick", "b")
OnButtonClick < Application.Quit()
 
self.RegisterSignalHandler("Signal.Controller.Init", OnInit)
self.RegisterSignalHandler("Signal.Controller.Deinit", OnDeinit)
 
background = self.AddImage("data/graphics/background.png")
background.x = 0
background.y = 0
background.visible = true
 
quit_button = self.AddButton("Quit", "data/graphics/button.png")
quit_button.x = 100
quit_button.y = 50

There’s a lot more to be done here and some parts that I don’t show. For example I will also allow the ViewModel to receive the signal “Signal.Controller.Update” which is a signal from the controller that the view
is being updated. And the view always get updated once each frame. Though I would prefer to avoid the use of this signal as it will slow down the engine significantly if this method needs to be called each frame. And what if we got 100 objects showing that needs their own OnUpdate method called, and so on and so on. It will end up with that we only got 5 FPS or something like that. So instead I will add a lot of stuff like the “SetBackgroundImage” and the “AddButton” methods so that we prepare before it starts instead of working every frame.

Jul
26
2010
1

Ascension – Doxygen documentation site

Well I think I finally understands how GitHub works and how great it really is. I’ve added a github page where I’ve posted my Doxygen documentation of the Ascension project. Should help me alot while working on it as I don’t need to look up on each specific function on what it do but just simply have the documentation on a separate display to reference.

The documentation site is: http://groogy.github.com/Ascension/

Jul
21
2010
2

Ascension configuration

Well I’ve started working on the configuration system integrated into the main controller of Ascension and I got a small draft that first assumes some default values and then reads a configuration file to give us a chance to change these values from an external resource.

Well Anyway the configuration is saved with normal Madness Script and is separated by modules that are named after whatever category they are concerning.

Here’s an example:

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Graphics < Width = 1024
Graphics < Height = 728
Graphics < Fullscreen = false
Graphics < AntialiasingLevel = 1
Graphics.Compile
 
Keyboard.Bind("Move Up", Keyboard.UP)
Keyboard.Bind("Move Down", Keyboard.DOWN)
// Etc. etc.

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