Mega

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May 18, 2013
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Joined August 08, 2010
Games (8)

Game Music Player
October 10, 2011
Exile
August 01, 2012
In a word
August 10, 2010
Trace
October 07, 2010
Flood the mines Demo
November 12, 2010
Tetris
January 24, 2011
Velocite R
April 12, 2011
Shinsetsu Ninja
February 18, 2013
Favorite Users


Bunch of Chiptunes
Posted on May 12, 2013 at 19:47

I can't remember when I last posted any of my chiptunes to this site (And I'm too lazy at the moment to scroll through my old blogs), so here we go. Have a couple of my most recent chiptunes that you may or may not have heard :P

Starting with this, my latest piece:
Fly to the Stars!

Drop the Bass - False advertising. The NES can't drop it any further. :(

And then these two, from my Ludum Dare entry...
Rocket Runner
Rocket Runner Boss

Also, I'm tired. It's 1:45AM... Bed time...




FTB Marathon - Starting between now and 9PM GMT
Posted on May 11, 2013 at 06:25



Gentlemen/women, start your engines/FTB downloads.

Ambiguous old blog stuff


Participants
- aeron
- eagly
- Ghostwalking
- Iasper
- Kilin
- Mega
- Moikle
- Seleney

Optifine installation instructions


If you absolutely cannot download FTB


If you're joining in, confirm it in the comments.

Holy cow, what am I doing trying to organize a Minecraft event ;_;

Original blog




I can draw too!
Posted on May 06, 2013 at 10:57

I was sitting around and mulling over ways to avoid Mandatory Humiliation in the Complete-a-game comp, and started sketching a concept of the player character, as I would imagine it.

The character is called a 'Hunter', (Also the name of the game), and has a Megaman-ish design. 'cept it's more Swords 'n Sorcery than Run 'n Gun.



Oh, and I committed several cardinal sins of artistry by drawing this on lined paper with a Parker ballpoint pen. (Because I was too lazy to dig out my drawing paper and pencils).

Anyway, my scanner is now plugged in again. Expect more drawings.




I made this thing...
Posted on May 02, 2013 at 03:54

As a challenge, yesterday, I decided to start writing an OBJ model loader again, and see how hard it would be to plug it in to Exile.

30 minutes later, and this:


Don't get too excited though, I'm probably not going to be using 3D models for items or weapons in Exile. Mostly because 'converting' or 'reimagining' all the existing items and weapons in 3D, not to mention the enemies (Because sprites and models won't look too good together) would be a pain in the neck.
Their actual use was intended as simple level decorations, like tables, lanterns, whatever. Basically, those floor/ceiling decals, but models.

The 3D, however, is now a core part of the engine, and I'm intending to make a game that fully utilizes it, using the existing engine. Specifically: A Doom/Quake inspired shooter. Because I can. :P

Animation considerations
Eventually, I'm going to want animations. I have a few ideas for this.
Solution one is to write an MD2/MD3 model loader. I have been wanting to do this for some time; but the coordinate system in MD2/MD3 models doesn't match mine, so it'd require a major core engine rewrite. So scratch this.

Solution two is to use Blender's OBJ animation export, which exports an animation as a series of separate baked models. (So something like sword_001.obj, sword_002.obj, etc). Of course, this would be a lot of little files.
So my idea is to use my PAK tool to pack them together. Problem solved.
Another plus here is that my engine is running on a fixed timestep. Makes it easier to 'play' the animations.

System requirements
I remember when whoever-it-was who did the RPG4D playthroughs laughed at my Readme, and the system requirements. Well guess what? I didn't just smoke them up. They're worse now though.
This being my first 'complete' 3D game and engine, it's inefficient. Like the IRC bot, it was 'grown', not designed from the ground up with any specific purpose or goal in mind. That I got it to where it is today is nothing short of miraculous (And it still hasn't crashed much... a bonus, I believe).

Of course, it'll run fine on anything that has a Dual Core CPU, and at least an nVidia 8 series graphics card. And I've managed to keep it's RAM imprint very low (40MB at average, up to 200MB with lots of enemies/models. And I mean a lot).

Anyway, I've managed to somewhat de-lobotomize the enemy AI, to the point where most of it functions correctly. 'cept for the Red Gargoyle. But that's a small fix.

Pardon me for rambling about Exile again :P

EDIT/UPDATE:
Here, have the source code.
Show


EDIT the second:
There's still a good bit of ambiguous code in that lot. Scaffolding, mostly, such as the bits that tell you a comment has been read.
Also, using this in Immediate mode is slow with too many objects (Mostly because all the vertices, normals and indices are being stored in vectors, as floats). That's why the VBO code is there.

If you don't know what VBOs are...
Short and simplified explanation of VBOs
Show




Ludum Dare 26 entry: Rocket Runner
Posted on April 28, 2013 at 16:47

So, let's get this started in a classic way.



After my disappointing performance in the Google Code Jam, I was feeling depressed. Then I noticed on my Twitter feed that people were going nuts about Ludum Dare again, so I figured it must be taking place.

Anyway, the theme was minimalism. I made a simple platformer of sorts, taking inspiration from Canabalt a bit. I went for a minimal control scheme, though originally was going for minimal graphics.

TL;DR: I don't do minimal >:{

Here's a screenshot:


And here's the game's page

I'm hoping I do well in this one :3

And a timelapse
Recorded this while developing the game:


Aaand... I'm done. I'm going to go play a game or something. I've had very little sleep between Friday and now.




A little project of mine (AT/DIN Keyboard)
Posted on April 23, 2013 at 07:02

This blog was partially typed on an ancient 70s/80s era keyboard.

On IRC a while back, I mentioned that I had an old PC/AT clone sitting in my garage, along with a monitor, keyboard and good ol' dysfunctional CGA board :P
Originally, the plan was to 'restore' it, and mess around with it's ancient processor; but eventually that idea faded. I can't find a compatible CGA board anywhere (That I don't have to pay through my nose for).

So anyway, I took a crappy PS/2 keyboard, cut it's wires, and connected it's connector to the ancient keyboard. Here's some photographs:



And here you have my computer station, and a glimpse of my current living quarters. The keyboard is in front of the monitor.



Here's a closeup shot of the keyboard, in all it's faded yellow glory :P
Note the lack of a Windows key (It has a MACRO key instead :3)


And here we have my workspace (I need a workbench, seriously), along with the gutted remains of a pitiful excuse for a keyboard. Also, there was a lot of dirt inside the old keyboard. I'm still dealing with it (Some contacts need cleaning. The a, d, Up Arrow, Right Arrow, l, ', Tab and End keys aren't responding).

Oh. And have a picture I took of my guitar and a fragment of my game collection, since I was trigger happy with the camera:



Yeah. My room's crowded and therefore quite a mess. Though I usually keep it clear enough; tripping over electronic bits and pieces at midnight isn't fun.

Anyway...
The technical process
Right. I had read some articles online about converting the DIN connector to a MicroDIN (PS/2) connector, and information was vague, and basically sums up to "It varies per keyboard, figure it out". So I opened up both, cut the cables, and examined the PCBs.

Most four-pin/five-pin keyboard connectors follow a similar pattern: V, GND, DATA and CLK. This was labeled on the newer (PS/2) keyboard, but not on the AT keyboard. My initial attempt (Which turned out to be correct, too), had me wiring them in 'logical order', based on the connectors on the board.

Now, my only concern is with cleaning the mechanical switches. A lot of dirt and some corrosion has set in. Fortunately, it's nothing that can't be fixed.

Oh, and typing on this thing is loud, and awesome :D




Game Proposal
Posted on April 20, 2013 at 09:12

So, you know those sleepless nights when you have thoughts flying around your head, trying to pull off a decent imitation of TIE fighters?
That was last night in a nutshell. So in the interests of getting to sleep sometime before 8AM, I turned my PC back on, opened Notepad++, and started typing.

Here are select fragments that I actually like, pertaining to my idea:
Show


I dub it Minefortressdwarfangcraftband. I'd have binned it already if I didn't know I could do this.
My question is, would any of you play this if I made it?. Because it's going to be a mostly-multiplayer game. Single player would be possible, but far more tedious (Having to invest in and improve a multitude of skills, and being alone).

And then the question arises: Do any of you absolutely detest a Curses display for any logically sane reason? Because tiles will take a long, long time. :P




About to start
Posted on April 12, 2013 at 18:30

The Code Jam starts in less than 30 minutes.

Taking the timezones into account, this means that I'm starting at 1AM (even though the qualifiers run for 25 hours, I'd rather get in at the soonest possible time).

I spent my preparation time trying to get some sleep; I fever dreamed about code, reasons not to try use C++11 features, file IO techniques and a bunch of other nasty things that wouldn't leave my tired mind alone. Net rest: 5%.
After that, I woke up, had some coffee at midnight, and ate some home-made apple pie that my grandmother had left for me. This is not strange at all...

Skyrim
It's strange to actually have completed a game download from Steam on the same day I bought the game.
Anyway, I started playing it (I decided to leave the Legendary difficulty for now). I'm marginally impressed by the world they managed to build. Also, I'm snickering at all the Fallout leftovers. Like the lockpicking minigame; it's a dead ringer for Fallout's lockpicking minigame.

Anyway, I'm the Thane of somewhere or other, some old farts up on a mountain rudely yelled at me, and I killed a dragon... oh, and shouting at people makes them mad. :P




Gearing up and other things
Posted on April 11, 2013 at 05:17

Tomorrow the Google Code Jam begins. And as stated before, I'm starting to panic. Or feel highly nervous.
I'm confident in my code, what I'm not so confident in is my time management :P

My preparations so far involve gathering my tools into once place (And creating easy to remember control codes for them in ControlPad), clearing my desktop of all clutter, and compiling a playlist of good music to work to.

Another Minecraft Mega-build
Not a castle this time.




A huge fortress-like airship. It has four decks (Not counting the forecastle, bridge, and passenger cabins; those are going to be sitting on 'top' of the poop deck. Yes it's called a poop deck. Stop laughing...)
Not in the pictures, but I've added slightly swept wings to the ship that will hold the propellers, and I'm planning out two balloons that will 'hold' it up, as well as a lookout mast. I'm now using Glimmar's Steampunk texture pack, so I can say that it looks great.

Got into this because my grandfather has been building model ships on commission.

Oh, and I bought something
I finally caved and decided to buy Skyrim. To make space for it, I deleted Team Fortress 2; and no, I won't be installing it again. I think I'm sticking to Red Eclipse for my prescribed dosages of competitive multiplayer gaming.

And on that note, I've finished Fallout New Vegas. It was interesting, but I greatly preferred Fallout 3 in terms of setting, story and general 'feel'. New Vegas didn't feel like it took itself seriously enough. I mean seriously, Caesar's Legion? How the hell did a bunch of post-apocalyptic survivors discover enough remaining information about the Roman Empire to impersonate them when in-universe it seems difficult enough for people to find information about the period just before the war? [/rant]

Anyway, enough of that. I'm signing off for now; I probably won't be back for two days, since I'll be busy applying my face to my keyboard.



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