Posts Tagged ‘screenshots’

Artillery Brawl goes public

Posted by Jussi Lepistö on Jun 25 2008

No coding today; instead, I’ve released the Artillery Brawl code! The game now has a project page and Bazaar code repository on Launchpad. The code is licensed under the BSD license, and I changed the art assets to free ones. They are marginally better than the old ones; see screenshot below.

Also, I combined the old [...]

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There’s noise in my pictures

Posted by Jussi Lepistö on Jun 05 2008

It took a bit longer than I expected (coding progress if inversely proportional to outside temperature), but my noise experiments are done at least for the moment. So, time for some explanation and pretty pictures.
I decided simple value noise (essentially just random values) with Fractional Brownian Motion (fBm) would be enough for now. Besides, with [...]

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Generalizationismic

Posted by Jussi Lepistö on Feb 28 2008

Phew, been a busy week, but today I got quite a lot done again. I generalized the code for input mapping, component subsystems (which are responsible for managing the entity components of a game world) and collision handling, and I’m quite happy with all of them at the moment. Terrain is also a bit more [...]

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Day two

Posted by Jussi Lepistö on Feb 20 2008

Like yesterday, I didn’t get what I wanted to done, but did get as much done as I wanted to. Summary of today’s accomplishments:

Physics simulation for all objects, thanks to Chipmunk (see screenshot #1 below)
Units can now shoot, but turns don’t change yet (screenshot #2)
Input mapping is done in a really nice, general [...]

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Day one

Posted by Jussi Lepistö on Feb 19 2008

Ok, so I didn’t actually update during the day and didn’t get an actual playable game prototype done today, but I’m damn pleased with my progress in any case. And I don’t remember programming being this satisfying for a long, long time!
Anyway, I got randomized, heightmap-based terrain and basic units implemented. You can [...]

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Memoirs of a Game Developer

Posted by Jussi Lepistö on Nov 28 2007

Yesterday I stumbled upon my archives of old projects, and I felt a sudden breeze of nostalgy. Today I will take you along for a trip to my game developing past. My oldest games (or “gamelets”, as they were never really finished) haven’t survived. I remember a Mad Max -esque, text-based cab driving game [...]

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More infovis

Posted by Jussi Lepistö on Nov 19 2007

Again, all my programming effort has been spent on the visualization prototype for my university course. On the positive side, I have lots of ideas on how to go on when I have time to continue my hobby projects. Working on the prototype has been a bit of a pain, as programming user interfaces and [...]

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Information visualization

Posted by Jussi Lepistö on Nov 16 2007

First, an update on the last post: I sent mail to the developer of generateDS, and he has located the problem and is looking into it. That was quick, nice. As for parsing C, I took a look at a couple of tools, including GCC-XML, but I couldn’t find anything I could readily [...]

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