|
Volte posted:This is really awesome. As far as the file format issue goes, I wrote a (simplistic, non-physically-based) raytracer for a course last year and rather than messing around with trying to come up with a sane file format (actually I did that and then gave up), I ended up embedding Lua in the renderer and writing a Lua library/DSL for generating the scene. It's an interesting question. piratepilates posted:You should update your dang blog more often
|
# ? Oct 10, 2012 20:47 |
|
|
# ? Apr 29, 2024 02:55 |
|
steckles posted:1920x1200 wallpaper sized clock, with classic spelling. Use it in good health. Thanks!
|
# ? Oct 11, 2012 00:53 |
|
My game is becoming progressively less an FTL clone and more "Dwarf Fortress ... IN SPACE!" but I'm still having fun with it. The grey letters are room designations (Bridge, Engineering, Quarters, etc.) and each room has consoles and systems.
|
# ? Oct 11, 2012 15:37 |
|
SlightlyMadman posted:My game is becoming progressively less an FTL clone and more "Dwarf Fortress ... IN SPACE!" but I'm still having fun with it. The grey letters are room designations (Bridge, Engineering, Quarters, etc.) and each room has consoles and systems. This looks awesome. I'm guessing from the graphical style that you're using libtcod, yes? What language are you writing in?
|
# ? Oct 11, 2012 15:43 |
|
quiggy posted:This looks awesome. I'm guessing from the graphical style that you're using libtcod, yes? What language are you writing in? Yep, libtcod and python. I'm trying to take a pseudo-pixel approach to it by using small fonts and images with subpixel blitting. I have a lot of public domain 64x64 ship art, and I'll be adding in some particle and fire effects, as well. I'm also trying to stick to using symbols instead of letters for most of the objects on screen, so that the font can later be changed to graphical tiles while still allowing text to be printed using the same font. I'll be keeping them all monochrome though, so I can apply color variations in code.
|
# ? Oct 11, 2012 15:54 |
|
SlightlyMadman posted:My game is becoming progressively less an FTL clone and more "Dwarf Fortress ... IN SPACE!" but I'm still having fun with it. The grey letters are room designations (Bridge, Engineering, Quarters, etc.) and each room has consoles and systems.
|
# ? Oct 11, 2012 15:54 |
|
Shalinor posted:I suppose accidentally flooding the ship with lava is out, but maybe they can ham hand the plasma pressure into causing a severe plasma system rupture? Yeah, the crew will be mostly autonomous, so they'll definitely screw up sometimes and blow up the ship. I do like the idea of flooding the ship with plasma though, I might have to add that in. I'm going to avoid the straightforward combat route of hit points and make it more of a fight to disable the enemy ship and board it. They won't actually explode unless you rupture the warp reactor. edit: Here's a few more ship designs in the combat panel, to show what I mean about simulated pixel art with ASCII: SlightlyMadman fucked around with this message at 16:56 on Oct 11, 2012 |
# ? Oct 11, 2012 16:15 |
|
Third one from the top looks like a dong
|
# ? Oct 11, 2012 18:19 |
|
Otto Skorzeny posted:Third one from the top looks like a dong That just means it's true to the source material:
|
# ? Oct 11, 2012 18:27 |
|
Is this a Tyrian sprite?
|
# ? Oct 11, 2012 18:41 |
|
I've gotten the NROM, UNROM, CNROM, MMC1 and MMC3 mappers pretty much situated (still not perfect on MMC1 and MMC3 but game compatibility has been really good overall). I still haven't touched audio, namely because I know nothing about sound or anything to do with it so I'll approach that as a separate learning experience. I've open-sourced my emulator here: https://github.com/scottferg/Fergulator Still continuing to update it pretty frequently but I'm now splitting my time between this and a Gameboy emu that I wanted to build for the Nexus 7. Edit: And as these screenshots show, I've replaced the output engine with OpenGL and have runtime scaling as well as overscan emulation (which I'm pretty sure is done incorrectly).
|
# ? Oct 11, 2012 18:43 |
|
Grawl posted:Is this a Tyrian sprite? Yep, they've all been released to the public domain, so I'm using those and some other public domain shmup and rts sprites as the source bitmaps for my ASCII blitting.
|
# ? Oct 11, 2012 18:57 |
|
I wrote a chip-8 emulator last night and thought it would be cool to try to compile entire chip-8 programs into lisp and use sbcl's compiler to optimize the resulting code. It can't handle self-modifying code, and I haven't actually written the graphics or input routines yet (besides printing a bunch of 1s and 0s), but this is so cool those can wait.
|
# ? Oct 11, 2012 20:28 |
|
More updates to Eve-Trader. Now using Datatables with server-side processing for ajaxy goodness.
|
# ? Oct 11, 2012 21:16 |
|
Ferg posted:I've gotten the NROM, UNROM, CNROM, MMC1 and MMC3 mappers pretty much situated (still not perfect on MMC1 and MMC3 but game compatibility has been really good overall). I still haven't touched audio, namely because I know nothing about sound or anything to do with it so I'll approach that as a separate learning experience. I've open-sourced my emulator here: https://github.com/scottferg/Fergulator I've always wanted to make an emulator, can you point me to some resources so I can get started?
|
# ? Oct 12, 2012 01:08 |
|
Start by writing an emulator for the 6502. You can find plenty of data sheets and dumb test programs on the web. Once you're done with that, try writing some emulators for the rest of the stuff. http://emu-docs.org/ http://nesdev.com/ These should hook you up. Because I'm crazy, I'm trying to write one of these but for the Game Boy Color, in JavaScript.
|
# ? Oct 12, 2012 01:26 |
|
Cross-posting from the Making Games Megathread just to say that holy poo poo it can be really hard making items on a 2D plane (the floating popup arrows) correctly align with an isometrically skewed plane. Took a couple of hours of tiny adjustments but it looks like they're lining up all good now.
|
# ? Oct 12, 2012 02:45 |
|
Toekutr posted:I wrote a chip-8 emulator last night and thought it would be cool to try to compile entire chip-8 programs into lisp and use sbcl's compiler to optimize the resulting code. I was about to finish my whole-program compiler when I got to the 0xBNNN opcode, which jumps to the address (v0 + NNN). I can't calculate the contents of v0 at compile-time (at least, without major dataflow analysis), and just compiling each possible jump would probably result in an explosion of code. Anyone know how to deal with this, if it's possible?
|
# ? Oct 12, 2012 03:29 |
|
Mug posted:Cross-posting from the Making Games Megathread just to say that holy poo poo it can be really hard making items on a 2D plane (the floating popup arrows) correctly align with an isometrically skewed plane. Took a couple of hours of tiny adjustments but it looks like they're lining up all good now. Now that you've pointed it out, it seems like lots of things aren't lined up. The doors, the plants, the box in the bottom. The lines on the walls and the floor cells.
|
# ? Oct 12, 2012 06:07 |
|
Pfhreak posted:Now that you've pointed it out, it seems like lots of things aren't lined up. The doors, the plants, the box in the bottom. The lines on the walls and the floor cells. Yep, lots of misaligned stuff. Fixing the floating arrows was basically a process of making a few functions that line-up sprites based on their width and height correctly. Now I can work this function into all the other rendering parts.
|
# ? Oct 12, 2012 06:50 |
|
Ferg posted:I've gotten the NROM, UNROM, CNROM, MMC1 and MMC3 mappers pretty much situated (still not perfect on MMC1 and MMC3 but game compatibility has been really good overall). I still haven't touched audio, namely because I know nothing about sound or anything to do with it so I'll approach that as a separate learning experience. I've open-sourced my emulator here: https://github.com/scottferg/Fergulator Holy poo poo, a well-commented emulator with actual unit tests that I can follow by reading the source! Bravo.
|
# ? Oct 12, 2012 13:27 |
|
Suspicious Dish posted:Start by writing an emulator for the 6502. You can find plenty of data sheets and dumb test programs on the web. I have a Gameboy emulator in the works as well, but screw that Color garbage. I'm only supporting the original hardware and LCD palette and it will look like poo poo
|
# ? Oct 12, 2012 13:42 |
|
Ferg posted:I have a Gameboy emulator in the works as well, but screw that Color garbage. I'm only supporting the original hardware and LCD palette and it will look like poo poo While I was researching the GameBoy, I learned that the Color is literally just an extra palette, some more memory, and a few exrta graphics modes, so I was like "either I could have an emulator for Tetris and that's it, or for a tiny bit of extra effort have something that I can be proud of"
|
# ? Oct 12, 2012 13:46 |
|
Suspicious Dish posted:While I was researching the GameBoy, I learned that the Color is literally just an extra palette, some more memory, and a few exrta graphics modes, so I was like "either I could have an emulator for Tetris and that's it, or for a tiny bit of extra effort have something that I can be proud of" The CPU is a superset of the original as well isn't it?
|
# ? Oct 12, 2012 14:18 |
|
Ferg posted:I have a Gameboy emulator in the works as well, but screw that Color garbage. I'm only supporting the original hardware and LCD palette and it will look like poo poo I was one of the original authors of PCSX2, a Playstation 2 emulator, I helped wrote one for GameCube, I wrote OpenGLide that was the best Glide wrapper, good old times.... Emulation is a huge and exciting world, I doubt you will stop there.
|
# ? Oct 12, 2012 16:19 |
|
fcbarros posted:I was one of the original authors of PCSX2, a Playstation 2 emulator, I helped wrote one for GameCube, I wrote OpenGLide that was the best Glide wrapper, good old times.... Oh totally but I need to lie to myself that a low bar will satisfy my curiosity.
|
# ? Oct 12, 2012 17:44 |
|
Ferg posted:The CPU is a superset of the original as well isn't it? Surprisingly, data on the Gameboy Color is hard to find. I've been going on what I've found online, and in other emulators. I can't find any information on any new CPU instructions added for it.
|
# ? Oct 12, 2012 18:43 |
|
Suspicious Dish posted:Surprisingly, data on the Gameboy Color is hard to find. I've been going on what I've found online, and in other emulators. I can't find any information on any new CPU instructions added for it. Yeah I've been finding info is available but not terribly descriptive. My understanding was that the bottom table at this link was for Gameboy Color, but that's basically just because I've been seeing a lot of CB and CGB abbreviations without any clue as to what they really mean: http://imrannazar.com/Gameboy-Z80-Opcode-Map
|
# ? Oct 12, 2012 19:01 |
HTML5 / Canvas Go tutorial in order to learn Javascript; it's been relatively painless so far- I can load up boards of 9x9, 13x13 and 19x19. Soon I'll have to implement the game logic which will no doubt be the real challenge. o.m. 94 fucked around with this message at 14:37 on Oct 16, 2012 |
|
# ? Oct 16, 2012 14:34 |
|
Go is one of those games that I've always wanted to learn but always seemed too complicated. So, good idea! I'll certainly check it out when I'm done.
|
# ? Oct 16, 2012 14:47 |
There's a fairly good intro post in this thread. Find your way to ITGO on KGS and I'll give you some teaching lessons...
|
|
# ? Oct 16, 2012 15:18 |
|
Suspicious Dish posted:Surprisingly, data on the Gameboy Color is hard to find. I've been going on what I've found online, and in other emulators. I can't find any information on any new CPU instructions added for it. http://nocash.emubase.de/pandocs.htm is pretty comprehensive
|
# ? Oct 17, 2012 09:57 |
|
Scaevolus posted:The CGB CPU can run at 8MHz instead of 4MHz, but is otherwise identical. Yeah I had a pretty sweet moment last night when I realized the one opcode I missed on my CPU was 0xCB and those instructions were an extended set. Looks like CGB should be way too simple to not do after all.
|
# ? Oct 17, 2012 16:29 |
|
Added full layout support for configurable ships to my spaceship management game. The enemy shown on the right-hand side of the screen is a weapons-heavy ship with only basic shields and limited engine power for its size, but has to run two huge reactor rooms to power the weapons system. The player's ship has an energy shield up. Now I just need to make them fight!
|
# ? Oct 18, 2012 02:59 |
|
SlightlyMadman posted:Spaceships I find your use of "Morale: Satisfactory" to be ambiguous. What if I'm an alien despot, and my idea of 'satisfactory' is a bunch of terrified slaves being endlessly beaten with cattleprods? On a serious note, looks good. I'm fiddling with Ogre, and so far, so painful. (Mostly my fault for sucking at C++ )
|
# ? Oct 18, 2012 07:11 |
|
oTHi posted:I find your use of "Morale: Satisfactory" to be ambiguous. What if I'm an alien despot, and my idea of 'satisfactory' is a bunch of terrified slaves being endlessly beaten with cattleprods? Haha, yeah the lower-right box is all just placeholder text for the moment. It's funny you should mention that though, because one of the races in the game is an insectoid species that will never suffer morale problems. If any other races share a ship with them though, they'll be constantly terrified whenever they see them and morale will be unmanageable unless you can keep them away from each other. I work in python for projects like this because it's so easy to try out different ideas. I figure I can rewrite it in C++ later on if I need to, but every time I try writing a new game in C++ I end up spending so much time chasing down pointer errors that I can't get anything done unless I have it completely planned out from the start.
|
# ? Oct 18, 2012 14:41 |
|
Built a TinyBASIC interpreter/REPL for a class I'm teaching to middle-schoolers. That first screenshot is a Java executable if you give it a .jar extension. Source (Forth).
|
# ? Oct 19, 2012 00:02 |
|
Nice, you type the line numbers in with your code, so you can go back and overwrite a line, or insert between them with a number between them? Something about that really made you think about what you were doing, and I'm sorry for people learning to code with text editors that they miss that.
|
# ? Oct 19, 2012 01:13 |
|
SlightlyMadman posted:Nice, you type the line numbers in with your code, so you can go back and overwrite a line, or insert between them with a number between them? Something about that really made you think about what you were doing, and I'm sorry for people learning to code with text editors that they miss that. Typing code out of magazines was fun!
|
# ? Oct 19, 2012 01:38 |
|
|
# ? Apr 29, 2024 02:55 |
|
Thermopyle posted:Typing code out of magazines was fun! There was definitely something to be said for checking out a book full of video games from the library for free. edit: This was the poo poo, right here: SlightlyMadman fucked around with this message at 01:46 on Oct 19, 2012 |
# ? Oct 19, 2012 01:44 |