Sunday, October 25, 2009

Drill Driving Damsel II: Drill Deeper

It's totally done. I added in a few more game play elements. It also has a start screen. Enjoy it here:

http://web.uvic.ca/~liamk/game/

Monday, October 19, 2009

Drill Driving Damsel

http://web.uvic.ca/~liamk/game/

It lives! AHAHAHA

Though not totally done, I'll it'll get updated as my teammates make it better. I personally did all the code and 85% of the art, I hope you enjoy it. I certainly do. Please comment on what you like and don't like.

Stay Tuned

-Liam

Tuesday, October 13, 2009

Stay Tuned

For the Drill Driving Damsel.

I started work on a simple flash game for csc 167 here at Uvic. The game will be done by the 23rd and I'm totally going to post it here.

For now, I shall give you a picture, I've had on my computer for awhile. It's the cover art.

Click to make it Bigger

In case you care, the Japanese text should say something along the lines of
Drill Dive Woman. I have no clue if it actually says that.

Tuesday, September 15, 2009

New Ubuntu Build

This one includes the test level for you to try. It also has the white box where portraits will appear in the future game. Its linked to on the side. It should also run in other Linux environments. I Just tested it at school and it functions.

Also if you go into the levels folder, you may edit l1 and try changing the game. Be warned you can't go beyond 50.

The Controls are:
w - moves you up
a - moves you left
s - moves you down
d - moves you right
q - spins you left/counterclockwise
e - spins you right/clockwise
r - speeds you up
f - slows you down
space - fires! (honestly the funnest button)

Monday, September 14, 2009

It's ALIVE













I just implemented my level loader and by virtue of its existence, a level editor as well. The level editor is your favorite text editor and the levels are written in plain text.

Anyway I made a very simple text level 1. Here's a picture of it in action. There is only one enemy in the game, so all there is is a whole lot of eyebots. I have them working really nicely now and I'm very happy with how they turned out.

Tuesday, September 8, 2009

All is not lost.


I started working on the project again. I tackled my largest hurdle yet today: Getting text on the screen. Check it out!

You can't see it very well in this picture, but the bottom row says: This is the Text Test

The bit of green text below the ship is actually a rudimentary health bar. or Structural Integrity Meter. SIM

The information on how to do this can be found here:
http://www.lighthouse3d.com/opengl/glut/index.php?bmpfont

They did an awesome job and I picked up what I had to do from their example in like 15 seconds. I can't believe this was holding back development so much. You learn a little everyday I guess.

Sunday, July 5, 2009

The Clone Continues


Work on my starfox clone is coming along. I've been busy lately, so I haven't made tons of progress, but so far so good really. This one man computer science wrecking crew is getting the job done.

I have basically have a simple engine right now. It has all the framework for all sorts of ships, shots and collisions.

The next big thing I'm going to have to learn to do is make a HUD. Making text appear on screen is probably going to be difficult. If anyone knows of any good tutorials for that sort of thing, you should send them my way. Maybe people who've done 305 will know.

In the picture, you can see the enemy take a shot at me. Its in the top right corner, safe to say he's not very accurate and he could have timed things better, but what can you expect from a first time pilot. I call those guys iBots, because they sort of look eye-ish.

I also put up the current Ubuntu build. Its on its own sidebar now. In this one you can kill, and be shot at. You won't die, but I'll do that stuff later.

Anyway. Rock Rock On.

Friday, July 3, 2009

First Playable Build!

First mac build! Excited, probably not, but hey. I'll link to it regardless

http://web.uvic.ca/~liamk/f1/f1il10401.dmg

I know most people are running winblows, but if your using a mac, you can give it a shot. It's compatible with 10.4 and 10.5 intel and power pc. So if you've purchased a mac anytime within the last 5 years it'll probably run, and run well. Its runs super smooth on a new intel mac. Like better than my pc at home.

AAAAH it's so easy to make mac games/software that run on every god damn Macintosh computer ever. As oppose to windows where its going to be hard to get it going on xp, and it certainly won't run on vista or windows 7 without more work. What the hell is wrong with Microsoft!

Ok back on track. So far the game isn't much. You can fly around and shoot one guy out the air. He's a little glitchy, I haven't cared too much about polishing him off. That will come later.

Anyway here is your chance to try out the controls and tell me if you like them.
w - moves you up
a - moves you left
s - moves you down
d - moves you right
q - spins you left/counterclockwise
e - spins you right/clockwise
r - speeds you up
f - slows you down
space - fires! (honestly the funnest button)

All the collision detection lines are present right now. I actually think they're very cool

Cheers!

-Liam

Thursday, July 2, 2009

I can detect collisions!

Its a big step. Its a huge step. Good collision detection is hard to do, I think this is ok collision detection, so I'm happy. Its fast, fairly easy to implement and works 100% of the time. It may not prevent clipping as of yet, but hopefully I'll get that working as well.

Its important to note this collision detection is entirely in house. I came up with it myself after reading something about spheres. Its been a linear algebra...fun time, so my one piece of advice to you is this: If you EVER want to make games, learn your linear algebra or get to know someone who does.

So far the initial 'level' which is known as the 'Eternal Spaceway' has one enemy, who can be killed. I think its awesome. Here you can see it in action with the collision detection spheres around everything. The qualities not the best, sorry. This isn't a professional game studio, I don't have time to make fake screen shots and pretend they're real.

Obviously the enemy ship isn't destroyed yet, but that just makes things nicer for you.

More stuff when its made

-Liam

Programming tip of the day: Look for ';' at the end of for loops, if statements and anything else that doesn't usually have a ';' . I've saved myself hours of debugging my checking for the ; first.

If you using python, well you can laugh happily until a list becomes a tuple on your ass.

Wednesday, July 1, 2009

Bringing Things Up to Speed 1

Day 1 wasn't much at all. I basically relearned GLUT: the GL Utility Toolset. Its awesome for most things. The first thing I wound up with was a rectangle with for colors. Its not very exciting.

Even less exciting is this rundown of glut functions I used:

glutInit(&argc, argv); was used to initiate glut. You can put in options, but I don't know what they'd be. Do you?

glutInitDisplayMode(GLUT_SINGLE GLUT_RGB); This was much cooler. It sets up the window to be single buffered and use Red Green and Blue Colors. The argument is actually a bitwise integer. So GLUT_SINGLE and GLUT_RGB are actually integer values with are subjected to a logical or. Cool stuff.

glutInitWindowPosition(100,100); sets the initial starting place
glutInitWindowSize(WIDTH, HEIGHT); sets its size

mainWindow = glutCreateWindow("main"); actually makes the window. It return an integer

glutDisplayFunc(display); sets the display callback

glutMainLoop(); starts the train wreck a rollin

You can see why most people don't make games. You have to start at the bottom before you can even think of where the top might be