09.19.05

Update – GID 15 Summary and Life

Posted in ALPHA, GID 15, General, School at 11:16 pm by Nick

Well, I totally went all of today on 3 hours of sleep. With a large pile of AAT homework staring me in the face I’m trying my best to procrastinate. Its not too hard when you are tired. Really tired. School wise today was pretty average.

On a sad note, Dan had a terrible head ache and I only had 3 hours of sleep so we did not get to RP with Carl today. ::sniff:: Maybe later, sorry Carl. I feel bad. :(

Tomorrow is the UNI College Fair or whatever its called. Basically I get to miss school to go check out college stuff in the UNI dome. Yay. And its a tuesday, so the shorter I can make the day the better.

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Game In A Day 15

Ok, so, uh, not really how I expected it to go. I either forgot or never knew I had to go to Iowa City in the morning, not to mention I really didn’t have 24 hours to devote to it. Despite these setbacks, the process I embarked on was still extremely productive. Not really a super playable demo, but I’ll have some binaries to play with by Thursday (hopefully).

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“The universe is really big. If we are alone, seems like an awful waste of space doesnt it?” – Jodie Foster, that space movie who’s name I can’t remember

09.18.05

AI – Look at them go!

Posted in GID 15, Programming at 4:29 am by Nick

Took a few screen shots to be posted later. I’ve added some AI routines, and I need a few more. Simply put, for the game I’m making 24 hours is an obscene amount of time it seems. I could fill every hour, but I have a lot to do today (go to Iowa City, homework, sleep, etc.) so I’ll try to get some playable version of something before I sleep/eat.

Turns out writing some AI routines can be kind of tricky, while others are really easy. I’ll post the screenies later along with my .plan.

Code code code into the night, into the night, code code code into the night, code code code. Where is my caffeine?

Ugg

Posted in GID 15, Programming at 2:32 am by Nick

Been changing the mechanics of the background. Though not fully working, you will be able to mix basic types (eg color/image) with advanced ones (currently only starry).

Spent a good deal of the last hour just finding errors. Corrected a nasty one involving smash_spaces. Easy fix but pesky to track down.

Currently I’ve abandoned two ideas. One, making the game kind of puzzle like. I think it will be less puzzly and more shooty shooty. The question is how will shooting be done? Use the mouse or just simply determine which direction by your velocity? I dunno yet.

I need to draw some enemies. Leave me alone. Go away. :P

Break

Posted in GID 15, Programming at 12:12 am by Nick

Dan came home and dogs needed food and beatings, so I took a break. That was at 11:01pm, and now its 12:12.

Back to work I go!

09.17.05

Transparency & Bitmasks

Posted in GID 15, Programming at 10:37 pm by Nick

You can now specify a color for a sprite that you wish to be transparent, rather then just the normal 255/0/255 I usually use (its the default :P ).

Along with this is the calc_bitmask function which loops through a sprites bitmap and determines which bits need to be set. It seems to work alright.

I created a small test app to test the new STARRY background scripting stuff, the saucer loaded from file, and collisions between them using the new function (they were all squares before, so I just used bitmask_fill).

Back to programming!

AI Pointers

Posted in GID 15, Programming at 9:09 pm by Nick

Alright, finally got this working. Had a bout with the program dying on me, and my logs don’t seem to be working correctly for the specific situation that was causing it (trying to specify an nonexistant bitmap for the background image).

In any event, you can now specify AI routines that govern each sprite, both via hard coding and scripting. Yay function pointers.

Start!

Posted in GID 15, Programming at 8:11 pm by Nick

According to my clock, I have started this writing at 8:10 pm Central (GMT-6). Its time to start cracking.

[Edit]
Figured I’d give a little of a background. For my LAE project I created a 2D game engine using the Win32 API. I’ve been expanding on it for my ALPHA project, and this is another expansion. You can find what I’ve done so far by browsing the ALPHA category or looking at the todo list.

SGE stands for the Stickman Game Engine. My orignal game that was to be created with it was going to be Stickman’s Great Adventure, though he never really got to see much action. Anyways, to work I go!

::turns up music::