Kinda small update, but here it is: Foxlike 0.1.1.1454
-Liam
Tuesday, June 21, 2011
Monday, June 20, 2011
Foxlike: Many Changes, One Video, One Release
Kinda neat. I couldn't record it at speed, so I sped it up using a video editing program. This probably is a bit different than what it's actually like to play. You can grab it from here: Release 0.1.1.1203
The big things shown off here are:
- "Particle" effects
- Improved collision logic
- Increased collision accuracy on the player ship, The Vendetta
- Pillars added as deadly obstacles.
- Speed changes allowed during levels. The level can crank up the intensity or slow things down.
I hope you like it.
-Liam
Trigonometry and Why I'm Glad I Learned that Stuff
If you ever decide to go into games and more specifically programming or designing them, you should know that math is a pretty big part of what goes on there. Specifically trig and linear algebra and how to move between them. Vector seems to come up a lot, as do angles and all your favourite trig functions: sin cos and tan.
When I added my exhaust particles, I had to write a fair bit of math to get them behaving properly. Check out what's required to make one particle:
((std::vector *) g->debris)->push_back(new Exhaust(X + width*cos(roll_*M_PI/180.0)- height*sin(yaw_*M_PI/180.0), Y - width*sin(roll_*M_PI/180.0) - height*sin(pitch_*M_PI/180.0), Z+.02, 0.02,-height*sin(yaw_*M_PI/180.0)/2 ,-height*sin(pitch_*M_PI/180.0)/2,-0.005,g,"spark.png", 30));
Sin and cos and a firm understanding of radians vs degrees are used pretty heavily in order to make them both appear in the right place and then move in the right direction.
It call comes together to make this:
-Liam
When I added my exhaust particles, I had to write a fair bit of math to get them behaving properly. Check out what's required to make one particle:
((std::vector
Sin and cos and a firm understanding of radians vs degrees are used pretty heavily in order to make them both appear in the right place and then move in the right direction.
![]() |
| Math at Work! |
-Liam
Pillar-Tastic
Foxlike now has obstacles. Pillars to be precise. Why they are in space, I can't really tell you, but getting them in there was relatively quick and painless.
I also implemented some functionality which allows the level to control the speed of the ship.
Twas a good day for development.
-Liam
I also implemented some functionality which allows the level to control the speed of the ship.
Twas a good day for development.
-Liam
Sunday, June 19, 2011
Added Some "Particle" Effects
Particle in quotes because I'm pretty sure there are better ways to make this happen. I'm sure full blown particle system would use some textures to great effect, but I kinda wanted to see what I could do with some triangles alone and this was the result:
Now you have an engine trails which looks pretty cool and when you destroy enemies they explode in a cloud of debris. Some larger enemies will shed debris as you hit them.
Kinda cool. Not sure what the next step is, but it was fun to get back the game for a bit and make it better. I like it. There is a beautiful simplicity with only using colored triangles as particles.
It also fits with the old-school motif that I might be going for?
-Liam
Now you have an engine trails which looks pretty cool and when you destroy enemies they explode in a cloud of debris. Some larger enemies will shed debris as you hit them.
Kinda cool. Not sure what the next step is, but it was fun to get back the game for a bit and make it better. I like it. There is a beautiful simplicity with only using colored triangles as particles.
It also fits with the old-school motif that I might be going for?
-Liam
Monday, May 30, 2011
Gonna Settle in for Some Light Reading
http://developer.amd.com/gpu_assets/ATI_Stream_SDK_OpenCL_Programming_Guide.pdf
Which will actually be pretty neat I think.
-Liam
Which will actually be pretty neat I think.
-Liam
Friday, May 20, 2011
The End of a Journey
Tonight, my friends, I feel a great sense of pride and accomplishment, but also a small sadness. I am filled with a mixture of emotions and it is difficult to put this into words, so here is a picture.
![]() |
| and countless dragon |
All in all, I could not tell you how long I played these games, but on and off again over the course of years, I've finally managed to bring the series to a close. Such good games, and they sure as hell don't pull any punches. Every step was a tooth and nail fight.
Looking back on the series, the best game is clearly the first one. It's basically an open world D&D rpg with up to 6 players. Years and years ahead of it's time. At the same time, I still feel that the entire series is western rpg perfection. You always feel like your in a wondrously detailed setting and plays fitting tribute to it's roots and background without getting mired in it. Nothing every feels contrived and I challenge anyone to find a plot hole. It characters and motivations are believable and the entirety of the series feels like reading a really good book.
You never once feel like you've got a solid grounding either. You're always on the tip of a wonderful iceberg of exploration. I once entered a random basement only to discover the tomb of an elemental litch - who happened to have a torso made of gold. What do you do with a torso made of gold? I never managed to find out.
I really suggest people play those games if they haven't already. Especially if you have recently been introduced to Bioware through Dragon Age or Mass Effect. Dragon Age was a throwback to Baldur's gate, but it does not surpass it.
"Minsc and Boo Stand Ready"
-Liam
P.S. Save the pantaloons.
Wednesday, May 18, 2011
Tuesday, May 17, 2011
New Site!
I now have liamkiemele.com up and running! This should hopefully provide a solid professional page for me to use in the future. I'm not sure if I'm going to move this stuff over or not.
Stay tuned?
-Liam
Stay tuned?
-Liam
Tuesday, May 10, 2011
New Build!
Hello!
Foxlike has a new build. Which Can be downloaded here: Build 0.1.1.781
This one is for windows! I recently moved everything over and here it is. I've successfully added sound as well as an additional enemy. All in all, the pieces are coming together.
I changed the control scheme to be more mouse and keyboard like. I wanted to take advantage of a PC's strength as oppose to emulating a console style control scheme. You can now move and aim seperately from each other. The controls are given when you start the game, but they are pretty simple. wasd to move and click to fire.
The music is currently just a place holder and the song right now was chosen because it was in an ogg vorbis format and had a permissable license. I also get a kick out of it. You are in space after all. I'd really like to get some original music in there instead, but one works with what they have.
Anyway please check it out and get back to me with feedback. I'd really like your thoughts and ideas about controls and firing.
-Liam
Foxlike has a new build. Which Can be downloaded here: Build 0.1.1.781
This one is for windows! I recently moved everything over and here it is. I've successfully added sound as well as an additional enemy. All in all, the pieces are coming together.
I changed the control scheme to be more mouse and keyboard like. I wanted to take advantage of a PC's strength as oppose to emulating a console style control scheme. You can now move and aim seperately from each other. The controls are given when you start the game, but they are pretty simple. wasd to move and click to fire.
The music is currently just a place holder and the song right now was chosen because it was in an ogg vorbis format and had a permissable license. I also get a kick out of it. You are in space after all. I'd really like to get some original music in there instead, but one works with what they have.
Anyway please check it out and get back to me with feedback. I'd really like your thoughts and ideas about controls and firing.
-Liam
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