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Developer / Technical / Re: The grumpy old programmer room
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on: February 19, 2012, 11:35:53 PM
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spend hours figuring out Maven dependencies and tinkering with the god damn settings and end up with nothing, I repeat, NOTHING. God damn "could not transfer" >:| ... Not proxy issue (since none is being used and I've gone through the settings, about thousand times and no proxies are active in mvn or ide)...  I GIVE UP. For now. Back tomorrow or when less rage~y. 
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Community / Competitions / Re: 2012: THE END IS UPON US Competition [Dec. 1 - Jan. 1]
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on: December 01, 2011, 05:09:08 AM
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WIP name:Satanic warlord bear of unholy pink caverns of gayness Idea: A bear, silly hat, gun and a knife. Wake up from a cave from hibernation over winter; find the world in the state it is. Survive.
- side-scrolling - three layers of procedurally generated jump/run action * allow jumping up and down on layers (just like the "dog game".. two years ago? in here :3) - day/night cycle, 1min day, 2min night - day: * not so many enemies * enemies are weak * find food -> health - night: * lot of enemies * hectic * strong enemies * hide / survive (caves?) What I've got?I designed everything on paper just a minute ago, got the level algorithm down that'll allow me to generate the level on the fly and allow for continous action until you die. Code-wise nothing really. I got a vague game idea which I'm going to prototype and if it works even to some extent, I'm going through with it. If not... I'll bin it and not think of programming ever again. *sob* Will I do this?Not sure, got quite few things to do buuut... if I do, I'm going to do a "daily vlog", meaning, when I program and end it for that session I do a quick vlog, show what I've got and tell what I've done. Just to get more dirt thrown on my face and just to be different from others. Fuck yeah. Obviously, devdiary too but mainly links to my vlog. On vlog I would show bits of code, footage of what I've got and all that. Simple HD screen cap. Plan of attack besides stupid vlog?Not work on it daily, no. Absolutely not. I don't have the time and I don't think that'll keep my production rate as high as possible. Maybe 2-3 times a week. Work longer periods at once and have a plan ready always on what I'm going to work on. This way try achieving as much as possible and spend the time in between just relaxing, thinking of the game and how to implement things to be ready for next "sprint" -like session. At the end of every session; release code and all related solutions files and such. Share it as much as possible. Just to look as stupid as possible. Don't even bother with "correct"/"real" solutions to problems, just hack it to work the way I want and get it to moving state asap. With the cost of re-usability and code readability. How do you rate the success?If someone is kind enough to say it is/was "interesting" I will be forever happy and consider the effort spent not wasted. (wtf confusing sentence) Final thoughts from me?--> nngh.. I want to throw this out so badly but.. hmm Maybe I will.
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: October 03, 2010, 06:28:16 AM
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Haha yeah. We came to the conclusion that we better let NOiSE go. I've been working on the game when ever I have free time but we realised that the amount we can dedicate to NOiSE at this point is not enough. Plus if we cannot get it finished / or to the point we want to see it in, there is no real reason us to continue it. Cock blocked by real life ventures. We bought a flat and are renovating it so.. that's my current "blargh". Biggest issue blocking me from pretty much everything at the moment. Obviously we could "restart" after we are done with our real-life shaiben but the nature of indie dev is that unless it gets finished when it is supposed to, it's never going to. And we are way behind and way past the life line of NOiSE  It was a fun project to work on, unfortunately it went this way. Off to the box of "fucking amazing games I never finished".
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: July 28, 2010, 03:35:25 AM
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Ishi: To be fair, I have no idea will she somersault when she jumps. She did no do that before but maybe now that everything is changing? Also I really love the idea of "moving impressionist painting" or how ever kinnas described it earlier. Sounds just too epic. Makes my mind go boom. Was working on the project yesterday, should have something ready for kinnas in couple of days. Hopefully. EDIT #1: I've been making progress with some tool blahness and soon should have something for kinnas, oh joy  After that I can FINALLY start working on the actual game. Heh.  That should be fast and once I get this tool stuff out of the way I should make progress quite quickly since the basic building blocks are there already. Just a matter of putting them into another language. EDIT #2: Shame on me, I was d~~k punching myself for hours because of a simple mistake: misplaces files to ../Application/Library when they were supposed to be in /Library.  Work continues.
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: July 12, 2010, 11:34:32 PM
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To be fair, I'm not sure either... Uhh... I wonder.. uhh.. what? Now that I read all this again even I cannot make out what I personally was after with my reply. Your post seems to make all the sense in the world now that I read it again but mine.. what? umm.. ok, scratch that  to put it in more clear words: nice to see you following us, means a lot.  But yeah, what can I say, really excited to work with kinnas again. Having a meeting with kinnas as soon as we bumb into each other and have the time to talk about this, which should be in the next few days. There are going to be some changes in the original design (don't worry, nothing that you guys saw is going to change) to make the game more interesting and to make it work better. Also basic stuff is set up on the mac side now. Now just need to download the huge ass set of dev libs to be able to work with it efficiently and ha-humm. Still looking for a great plain syntax highlighted text editor for mac side, vim seems to disappoint me on mac side. Acts all bleh and does not like all my colour configurations which makes my brain hurt. I just need syntax highlight and maybe auto-complete. Other than that I do compiling from command-line. Might have to revert back to gedit. Will have to see how it likes the keyboard on-the-fly layout changes. I program in UK layout and write text in FIN layout. I find it faster/easier to program in UK layout, yes, I'm that hardcore that it makes a difference  All in all, looking good. Oh and Ishi: amazing. 
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: July 09, 2010, 09:29:40 PM
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Nate, don't be like that, didn't we promise?  I know, these things often fall to deaf ears with "YEAH WE WILL RESUME IN YEAR 2014" and you never hear from them... It will take some time for me to put up the whole development environment mainly because I just did a transition from *nix world to Mac world yesterday. *rubs shiny new macbook pro 17"*. But yeah. So learning this thing is like "huh". Thank god I found terminal. Got all my stuff to move over to mac side, find all programs I use and all other "oh no, how do I do X on mac?"-stuff. Probably will set up the dev environment with Vim, few plugins, command line compiling and debugger on *nix and mac side, then will probably keep some sort of simple IDE supported environment for Win side. Don't know yet. Definitely will have to be able to work on the project no matter the environment. More "big" words on programming side I need to take into account: - Easy cross-compilation - Easy to work on it no matter the platform - .. can we throw more easy in this? mommy, mommy? And now to find more useful software. For safety, I have my terminal open all the time to keep me safe and make me feel at home.
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: July 09, 2010, 02:15:30 AM
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RAISE FROM YOUR GRAVE !  It's ze official! Game is a GO, again. Like we said, after uni, we are going to continue and the time is upon us NOW. Small changes on the programming side such as leaving XNA completely and moving towards cross-platform choices Win, Mac and Linux release coming. The original started with XNA since it was quite fast way to get stuff running and the testing done, that is over now and we can actually start working on this the way we want. Soooo... Kinnas is still in charge of the main direction of the game and art. Plus we got some interesting folks on the sound/music side working with us now. More on that later too  Unless they see this post and want to come forward themselves. In the coming week more stuff should appear as I list changes and things we are going to do. Also, we might be looking for a decent tools programmer with cross-platform, Qt and OpenGL experience to do us the tool chain to make the game progress a bit faster. If not, then I'm going to make it all myself. Mainly looking to produce some sort of tile editor that allows free form placement of objects, rotating objects, layers and some minor cut-scene epicness. But all this tool side is still open, currently using tools that are already available and they do not do stuff we want them to do (more on that later too). Biggest thing for me at the moment is to quickly port the engine to C++, which is going to be pretty straight forward and quick. Guessing the biggest issue going to be the cross-platform dev environment + support. After that is set up properly and everything compiles, maintaining it should be easy. Hopefully you guys will keep following us as eagerly as you followed us earlier, the support was great. So big key words on the programming side at the moment: - Cross-platform - FREE - Minimal amount of dependencies Watch this space. EDIT #1: oh and if someone was wondering... I got first class honours from uni. So it was all worth the trouble.
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Developer / Technical / Re: The grumpy old programmer room
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on: July 05, 2010, 12:32:01 AM
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I do like my terminal compiling, for what ever reason, I always found it to be easier to compile crap and locate missing libraries on Linux side. Have no real "THIS IS WHY" to back this up, just felt this way always. How stupid is that? Anyway, grumpy because being grumpy takes less energy than constant happiness and smiling. 
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Developer / Technical / Re: The happy programmer room
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on: June 20, 2010, 12:34:28 AM
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FINALLY! Our team of creative minds is increasing! So hyped about what we can now do. http://pikchur.com/TnrOur environment artist using the latest tool, he can now sculpt stuff so easily, naturally we call the new tool "litterbox". "YEAH"  EDIT #1: seems like the old designer and the new environment artist are having disputes about the direction the studio should be headed... I mean, obvious problems of "open office" type office. Need to discuss this with the management.
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