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Wednesday, November 25th, 2009
9:35 am
If anyone wants a Google Wave invite, drop me a line and an e-mail. I don't know when it'd get to you, but you're welcome to join the Text Adventure game I'm doing under it because I have no idea what else to do with Wave.

Also, game programming update... )

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Tuesday, November 17th, 2009
2:52 pm - Sucks
- Devin Townsend's day running MetalSucks has been an awesome day. Just wanting to let others aware of it.

- Game Programming: Collision sucks. Well, collision that's not "everything is a box!" anyway. Finally taking the time to convert to an entirely different collision method when you've just not gotten used to your sucky way sucks even more.
Take note.

- I really wish I felt like I had something to say that wasn't video games or music related these days. That's about the extent of things going on personally though. It's not bad, but it doesn't make for riveting conversation. But I don't. Which sucks.

- Rock slides suck. Stupid mountains, having to trip over itself and onto major interstates (Fun fact, I typo'd that as "internet", which brings an equally amusing bonus picture to go with your imagery.)

- This post has said variations of the word "suck" a lot. That kind of sucks.

current music: KMFDM - Sucks

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Monday, November 16th, 2009
1:09 pm
European Clash of the Titans tour has been recreated: Megadeth, Slayer and Testament to tour together in North America.

I'm still not entirely sure how every show isn't going to end in a Mustaine/King brawl, but holy balls I am there.

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Friday, November 13th, 2009
12:24 pm
Concerning the Platformer Engine's Thing status: Pretty good! I got pretty much all of the essentials done on making the player traverse and attack a tile-based platformer. I'm pretty sure my slope collision is the worst thing in the universe (my math muscles have grown weak in these last couple of years.:\) but it works to a certain extent. You do a Goldeneye-esque "Get Down" dance when you get to the top, but it works! (Youtube it yourself, as I am at a place that cannot get such things.) I think I'm going to stop working on what I wrote for collision though and evaluate using something like The Farseer Physics Engine to save time plus do more interesting stuff beyond collision as well. It'll save me some frustration, I hope! Or create new ones! If all else fails, it'll allow me to play with ragdoll physics for no discernible reason, so I think it's a win/win situation.

Even still, it's looking closer to being a real game. Still a lot of work to do (Basic Enemy AI, Scenery, background/parallax scrolling, etc. etc. major etc.) but I'm pretty stoked about it.

Sometime soon, I think I need to make myself a Level Editor to make more complicated crap. I will try and restrain myself form using it for juvenile and crude imagery. I doubt I will succeed though.

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Thursday, November 5th, 2009
4:32 pm
Gama Bomb's new album "Tales from the Grave in Space" has been released online for free.

"Citizen Brain" was one of my favorite albums last year because it was just an entertaining thrash album that happened to have a focus on cult movies, games reference like the Technodrome rising up to attack and/or Kneeling before Zod (Also, being sentenced to thrash with the verdict "GUILTY AS FUCK.") It's not going to change your perspective on things, but it's a fine listen. The new album, from the initial listen, seems to do just as well. Only now you have no excuse for checking them out. GO. :P

current music: Gama Bomb - Apocalypse 1997

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Tuesday, November 3rd, 2009
4:56 pm
I'm not doing NaNoWriMo this year.

I'm not even going to entertain the idea of doing it. The last couple of years I have tried and while I had great fun writing the story, I generally have been forced to give up after the second week and getting hopelessly behind in my word count. It's mostly just result in my throwing another heap of writing into a folder, hidden from the rest of the world.

What I am going to do is work on my other projects and try to step up on things that I want to see done or get a significant portion completed. The 2D Engine is still slow going, but I now have a sprite that does a lot of the basic things your average NES sprite can do on a plain stage. He can attack, but he is impotent in that he cannot fire anything and I feel bad for it. :( It doesn't seem like much to the outsider, but I'm pretty proud of it and I know I need to step it up if I want to get further along on this project. There's still a lot of background work that needs to be done (A better hitbox implementation and a better loading scheme for assets, for two.) but it's going somewhere! Really!

But to the people trying this year, I wish them nothing but luck. When all else fails and your muse leaves, remember: It turned out that the main character was a android all along. Also, the female lead is from the future.

And now, I'm going somewhere too: Home. My throat hurts and I feel the urge to take it easy.

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Friday, October 23rd, 2009
12:15 pm
2D Engine update - I have a very basic XML format setup for creating the level and player character outside the code. This is not very exciting to show, but it means that it's a bit easier to modify things now! Whoo! Lots of fine tuning needs to be done.

I also have got stuck on an idea I really, really to do for a fun Metroidvania type game. People I have mentioned it to have responded well to it, so I think I'm going to at least flesh out the concept more. The problem lies that those type of games require a mega-shit-ton of art assets and I have little talent and patience for putting sprites together (It was hard enough trying to convince myself to make a sprite sheet for three frames.) What will most likely happen is I'll make a simpler platformer first and see where I need to go from there. The goal here is to make a complete game first and *not* some prototype halfway done like most of my other projects (Such as my Puzzle Game endeavors, which I would really like to go back to someday.)

Next up: Probably going to retro-engineer an animatedSprite class based on what I did for the player so can set up additional things. Like enemies. Enemies that need to be shot. Shot so hard.

Now, lunch.

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Thursday, October 22nd, 2009
8:20 pm - Horrifying things you don't expect to see when looking at movie showtimes:
SAW (Films 1-6) Marathon.

The scariest event this month is just the fact that someone is probably sitting through all six films right now.

(Well, I thought Saw 1 was okay. So, I guess 1 out of 6 is... No, that's pretty damn horrible.)

(3 Crates Opened | Care To Open A Crate?)

Monday, October 19th, 2009
10:54 pm - Platformer Engine Update - Scrolls everywhere!
Scrolling to Victory! )

I'm getting at least one little thing done on this project per day, since I don't have the amount of time I wish I did to dedicate to this project. So if it seems like it's slow-going, that's because it is. I'll try and put accumulate updates based on major changes. We'll see how that goes!

Frankly, I'm just happy to do some programming once more that doesn't consist of an overtly large database backend.

current music: Hammers of Misfortune - You Should Have Slain Me

(6 Crates Opened | Care To Open A Crate?)

Friday, October 16th, 2009
4:17 pm - So, I'm making a platformer engine.
So, in a desperate attempt to program something, I've decided to try my hand at making a 2D Platformer Game engine in XNA. I'm hoping that documenting the progress in here will keep me interested in completing the project, unlike my last attempt:

10/16/09 - This is the beginning of a platform engine! It's very boring looking! )

I do not know what I'm going to do with the engine yet, but I can decide once a lot more work has been done on it.

Plenty of things still to do, as I think of what they will be. I'm sure there are things I'm forgetting in between, but off the top of my head:

  • Sprite Animation / Sprite States (Which also means better sprites, so nyah.). Adjusting for new sizes.

  • Additional objects on the field (Items, enemies, projectiles) and the code that will make them feel special.

  • Implement scrolling in all directions to expand level.

  • Optimization. Always, always optimization.

  • Something other than the CornflowerBlue background. Yikes



current music: Toxic Holocaust - Gravelord

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