Err, yeah, forgot about this, sorry!
New version of Hoshi with working sounds under Linux.
2010-06-17
2010-06-11
Quick post
Posted by
Mincus
at
01:42
Just a quick note to say I've finally tested Hoshi in Linux.
Good news is that it works.
Bad news is that I messed up the sound paths. I'll push out an update for that tomorrow.
What is interesting is that it runs considerably better full-screen than on Windows. I guess that isn't particularly surprising though since Windows is bloated and not a particularly good OS choice from a gaming technical perspective.
Good news is that it works.
Bad news is that I messed up the sound paths. I'll push out an update for that tomorrow.
What is interesting is that it runs considerably better full-screen than on Windows. I guess that isn't particularly surprising though since Windows is bloated and not a particularly good OS choice from a gaming technical perspective.
2010-05-28
General update
Posted by
Mincus
at
17:16
I've been lazy this week and not done any work on Whirligig. Hence the lack of updates here.
What I have been doing is playing Merentha again. Which is a MUD (an early multiplayer RPG, generally with far more involved systems than more modern MMORPGs).
Used to play it all the time, but it gets a bit of a grind so I play on and off since it's free.
No pretty graphics, it's all text-based, but the base gameplay is unrivalled by MMORPGs imo.
Err, that's pretty much it. I won't get any work done this weekend since I'm in Scotland for a stag do (not mine!)
The only real bit of news on Whirligig I guess I've for is that I started the shop on Monday then thought I had a serious UI problem, so I played Merentha whilst I thought it over and realised I didn't have a problem. :oP
Just need to put UI components together, but as I've stated before I don't enjoy that aspect of coding at all.
What I have been doing is playing Merentha again. Which is a MUD (an early multiplayer RPG, generally with far more involved systems than more modern MMORPGs).
Used to play it all the time, but it gets a bit of a grind so I play on and off since it's free.
No pretty graphics, it's all text-based, but the base gameplay is unrivalled by MMORPGs imo.
Err, that's pretty much it. I won't get any work done this weekend since I'm in Scotland for a stag do (not mine!)
The only real bit of news on Whirligig I guess I've for is that I started the shop on Monday then thought I had a serious UI problem, so I played Merentha whilst I thought it over and realised I didn't have a problem. :oP
Just need to put UI components together, but as I've stated before I don't enjoy that aspect of coding at all.
2010-05-22
A word on Gaming in general
Posted by
Mincus
at
16:29
Or at least my views on it.
This is an opinion post, you have been warned. ;o)
I'm going to delve into that pandora's box known as "games as art". It's been done to death I know.
Anyway, I came across this 15 minute presentation today:
I largely agree with this presentation. Games are a wonderful media with an amazing future. However I don't really expect them to be taken as art.
Personally games mean a lot more to me than a picture, tv program, movie, music or even a book ever will. And that's because it's both none of these whilst at the same time being all of these.
In a game you can combine a wonderful stylistic view (like Okami's) with visually dramatic story arc scenes (like Heavy Rain) whilst playing an epic sound track (too many to mention, just listen to some game soundtracks sometime) and having an over-arching story as long as a book without missing things out due to how long your audience is likely to want to sit in one spot (large JRPGs do this best, like the FF series). Oh, and it's all interactive as well. No other form of media can do all these things at once. Movies come closest, but lack the long-term story or interactivity.
This isn't to say games should be the only media. Personally I think they're by far the best around and they're almost the sole method I use now for 'proper' entertainment, but they'll always be a place for stories you don't interact in. For example, I still love a good book and I listen to music whilst coding as trying to play a game at the same time would be hard. But movies and TV have near no meaning to me. There's a handful I like, but it's not with the same passion I feel for a game. I struggle to find any film that engages me and TV is even worse. But that's a personal view of a fairly hardcore gamer. What I will point out is that many of those who criticise games don't play them. I do watch movies and TV, I just don't enjoy them anywhere near as much as I do games.
Now, despite all this, I still don't think games can be classed as art by most people and the simple reason is this: The definition of art is woolly. It will never be 100% certain.
In short, the fault lies in the people who define what art is, not in the games, which often inspire higher emotions than many, personally, for me, I'd even say all, forms of artwork.
This is why I've used the term "media" in here. Games are definitely a media, and in terms of entertainment media they have all others beat. In terms of engaging the user on an emotional level they have all others beat (assuming it's a good game) purely because they have interaction, which makes you feel in the story. No other medium can do that.
So, that's my take on the piece. Feel free to disagree in the comments.
This is an opinion post, you have been warned. ;o)
I'm going to delve into that pandora's box known as "games as art". It's been done to death I know.
Anyway, I came across this 15 minute presentation today:
I largely agree with this presentation. Games are a wonderful media with an amazing future. However I don't really expect them to be taken as art.
Personally games mean a lot more to me than a picture, tv program, movie, music or even a book ever will. And that's because it's both none of these whilst at the same time being all of these.
In a game you can combine a wonderful stylistic view (like Okami's) with visually dramatic story arc scenes (like Heavy Rain) whilst playing an epic sound track (too many to mention, just listen to some game soundtracks sometime) and having an over-arching story as long as a book without missing things out due to how long your audience is likely to want to sit in one spot (large JRPGs do this best, like the FF series). Oh, and it's all interactive as well. No other form of media can do all these things at once. Movies come closest, but lack the long-term story or interactivity.
This isn't to say games should be the only media. Personally I think they're by far the best around and they're almost the sole method I use now for 'proper' entertainment, but they'll always be a place for stories you don't interact in. For example, I still love a good book and I listen to music whilst coding as trying to play a game at the same time would be hard. But movies and TV have near no meaning to me. There's a handful I like, but it's not with the same passion I feel for a game. I struggle to find any film that engages me and TV is even worse. But that's a personal view of a fairly hardcore gamer. What I will point out is that many of those who criticise games don't play them. I do watch movies and TV, I just don't enjoy them anywhere near as much as I do games.
Now, despite all this, I still don't think games can be classed as art by most people and the simple reason is this: The definition of art is woolly. It will never be 100% certain.
In short, the fault lies in the people who define what art is, not in the games, which often inspire higher emotions than many, personally, for me, I'd even say all, forms of artwork.
This is why I've used the term "media" in here. Games are definitely a media, and in terms of entertainment media they have all others beat. In terms of engaging the user on an emotional level they have all others beat (assuming it's a good game) purely because they have interaction, which makes you feel in the story. No other medium can do that.
So, that's my take on the piece. Feel free to disagree in the comments.
2010-05-21
More boring UI progress.
Posted by
Mincus
at
02:29
Pretty much all the key in-game UI is now done. Although not thoroughly tested, which will come at a later date.

You'll note there's no "Fire!" button. This is because the player doesn't have enough of this projectile type (would need 12 -- 3 bounce split x 4 normal split).
I will add a message for these occasions at some point (so I guess the in-game UI isn't finished ;o))
Another quick screenie:

This shows an instance when the player can fire, just a three-way split with a normal shell.
When a player has an infinite number of a weapon type, the infinity symbol is used.
Not shown in these screenies is the shot/shell/projectile windows that now also have the numbers of each type left as well.
So, as I've been saying for the past few days. Shop next!
Quick edit: Yes, I do know the labels are wonky, I've just fixed that. ;o) I should also point out that the "Split At" tools only appear when a relevant shot type is selected and aren't there the rest of the time as they're not relevant. Prevents confusion. ;o)
The in-game logic for the UI is also done, take this screenshot for example:
You'll note there's no "Fire!" button. This is because the player doesn't have enough of this projectile type (would need 12 -- 3 bounce split x 4 normal split).
I will add a message for these occasions at some point (so I guess the in-game UI isn't finished ;o))
Another quick screenie:
This shows an instance when the player can fire, just a three-way split with a normal shell.
When a player has an infinite number of a weapon type, the infinity symbol is used.
Not shown in these screenies is the shot/shell/projectile windows that now also have the numbers of each type left as well.
So, as I've been saying for the past few days. Shop next!
Quick edit: Yes, I do know the labels are wonky, I've just fixed that. ;o) I should also point out that the "Split At" tools only appear when a relevant shot type is selected and aren't there the rest of the time as they're not relevant. Prevents confusion. ;o)
2010-05-20
Quick UI taster
Posted by
Mincus
at
18:47
This is how far Whirligig has moved along:

As you can see, everything is labelled, the 'projectile', 'shell' and 'shot' types all have icons (although pretty crappy ones ;o)) Clicking on them opens a window like the shell type one shown, which is showing 'normal', 'bounce', 'double bounce', 'double split', 'triple split' and 'clusterbomb'.
A 'split time' counter has been added so you can see how that works.
Oh, and there's 3 players, which (as I think I stated) was possible back as far as the tech demo, I just used 2 players back then.
The window is busier than I'd like. I need to fit the number of shots/shells/projectiles on there yet, which will require some reshuffling. Also I've not implemented that part to the weapon-choice windows either. And still not started on the shop. Still, getting there slowly.
As you can see, everything is labelled, the 'projectile', 'shell' and 'shot' types all have icons (although pretty crappy ones ;o)) Clicking on them opens a window like the shell type one shown, which is showing 'normal', 'bounce', 'double bounce', 'double split', 'triple split' and 'clusterbomb'.
A 'split time' counter has been added so you can see how that works.
Oh, and there's 3 players, which (as I think I stated) was possible back as far as the tech demo, I just used 2 players back then.
The window is busier than I'd like. I need to fit the number of shots/shells/projectiles on there yet, which will require some reshuffling. Also I've not implemented that part to the weapon-choice windows either. And still not started on the shop. Still, getting there slowly.
Minor update
Posted by
Mincus
at
00:30
Not a lot to report really, all current work is pulling together UI parts. It's pretty boring stuff.
Have I mentioned I hate UI work? ;o)
Unfortunately most of the rest of this project is UI work now. The only bit that isn't really is the AI and level generator.
The level generator will just create 3 (or half the number of players, whichever is lower) planets and make sure they're spaced far enough apart then randomly locate the players making sure they're never closer than 90 degrees on a planet.
There may be some occasions on small planets where players get placed close together, but these should be rare(ish).
The AI I'm unsure how to do... I think I'll just have the projectile report back how close to an enemy the shot was and have the AI adjust from there. I could probably write in a load of simulation code that would make the AI dead smart, but I think a simple "how near am I?" setup will work well enough for the level of game I'm aiming at this. Were it a commercial product I'd bung in several AI levels, including a genius one that never missed. ;o)
Have I mentioned I hate UI work? ;o)
Unfortunately most of the rest of this project is UI work now. The only bit that isn't really is the AI and level generator.
The level generator will just create 3 (or half the number of players, whichever is lower) planets and make sure they're spaced far enough apart then randomly locate the players making sure they're never closer than 90 degrees on a planet.
There may be some occasions on small planets where players get placed close together, but these should be rare(ish).
The AI I'm unsure how to do... I think I'll just have the projectile report back how close to an enemy the shot was and have the AI adjust from there. I could probably write in a load of simulation code that would make the AI dead smart, but I think a simple "how near am I?" setup will work well enough for the level of game I'm aiming at this. Were it a commercial product I'd bung in several AI levels, including a genius one that never missed. ;o)
2010-05-18
Whirligig Update
Posted by
Mincus
at
14:49
Well I did write a fairly long post about this yesterday, but lost it, somehow.
Anyway, I took a small break over the weekend since I finished Hoshi early and yesterday I resumed Whirligig.
First thing I implemented was a shell type window to go along with the shot type window.
I should probably explain the shell/shot/projectile types at this point.
Projectile types determine the size of destruction (there's 4 sizes).
Shot types determine whether the projectile will split after it's fired and into how many subsequent projectiles (1-5). The length of time before splitting can also be set.
Shell types determine what the projectile does on impact. This is the most complex and consists of bouncing (once or twice) or splitting (2 or 3 times) or a clusterbomb which explodes at the impact point and fires 4 other shots off.
I now need to finish building the GUI for these (timing for split shots and projectile type need implementing) then put together a shop.
The shop is needed because you will start with a limited number of each projectile. The only thing you'll have inifinite of is normal/normal/normal. Although this can all be changed in the options.
Basic gameplay will consist of a series of rounds (1-20). The shop can be set to be available mid-round or only at the end of each round.
After the rounds various stats will be shown with a 'score' winner, a 'kills' winner and a 'rounds' winner.
I don't think that's as clear as my original post about all this, unfortunately. If you've any questions, leave them in the comments and I'll try and clarify. Or you can wait a few days and I'll post some screenshots hopefully. ;o)
Anyway, I took a small break over the weekend since I finished Hoshi early and yesterday I resumed Whirligig.
First thing I implemented was a shell type window to go along with the shot type window.
I should probably explain the shell/shot/projectile types at this point.
Projectile types determine the size of destruction (there's 4 sizes).
Shot types determine whether the projectile will split after it's fired and into how many subsequent projectiles (1-5). The length of time before splitting can also be set.
Shell types determine what the projectile does on impact. This is the most complex and consists of bouncing (once or twice) or splitting (2 or 3 times) or a clusterbomb which explodes at the impact point and fires 4 other shots off.
I now need to finish building the GUI for these (timing for split shots and projectile type need implementing) then put together a shop.
The shop is needed because you will start with a limited number of each projectile. The only thing you'll have inifinite of is normal/normal/normal. Although this can all be changed in the options.
Basic gameplay will consist of a series of rounds (1-20). The shop can be set to be available mid-round or only at the end of each round.
After the rounds various stats will be shown with a 'score' winner, a 'kills' winner and a 'rounds' winner.
I don't think that's as clear as my original post about all this, unfortunately. If you've any questions, leave them in the comments and I'll try and clarify. Or you can wait a few days and I'll post some screenshots hopefully. ;o)
2010-05-14
Hoshi release!
Posted by
Mincus
at
15:10
I'm releasing Hoshi today, earlier than I originally planned because, well, it's done.
Without further ado, you can download it from here (~800KB).
And a picture of the final version:

I'm uploading a video of it running at the moment, will take some time because my connection is broken horribly right now, but will add a link to that when it's done.
Edit: Video is here.
On with Whirligig now, with a release date looking around June 15th, but that's not set in stone.
Feel free to comment with any bugs. AFAIK there aren't any, but if there's anything large enough I'll fix it and re-release.
I haven't done all the fiddling about with OpenAL that I intended to. There are some checks in there but I've no idea if they're enough, so you may need to install OpenAL as well. Downloads are available from creative here. Linux users should have it in their repo somewhere, but I'm not 100% on that.
Without further ado, you can download it from here (~800KB).
And a picture of the final version:
I'm uploading a video of it running at the moment, will take some time because my connection is broken horribly right now, but will add a link to that when it's done.
Edit: Video is here.
On with Whirligig now, with a release date looking around June 15th, but that's not set in stone.
Feel free to comment with any bugs. AFAIK there aren't any, but if there's anything large enough I'll fix it and re-release.
I haven't done all the fiddling about with OpenAL that I intended to. There are some checks in there but I've no idea if they're enough, so you may need to install OpenAL as well. Downloads are available from creative here. Linux users should have it in their repo somewhere, but I'm not 100% on that.
Discussion on future projects
Posted by
Mincus
at
11:55
Since I've effectively finished Hoshi now, which is effectively project 2 but will be the first released, I thought I'd better start looking at ideas for future projects.
I do have a fairly large accumulation of game ideas, but most are too big for a month project and are more in the 6 month to 2 year time frame which I'm best staying away from for now.
So, what will fit in a month? Well, I have a ideas for 2 platformers, but I lack the graphics and level design experience to manage these properly in a month. Both would (ideally) need level editors which would be a project in and of itself.
So, I'll be leaving these for now, but I'll come back to them.
So I've decided on two relatively boring concepts for projects three and four and I'll give you the reasoning for them:
Project three will be an arena shooter (player in the middle of a single room with a gun that can shoot in 8 directions with enemies approaching from every direction). I estimate this will take around 2 weeks to write the code, but the sprites will take a long while as I'm hopeless at pixel art, but the entire point of this project is to improve that aspect.
Project Four will be a single-room-platformer. Classic examples being Manic Miner or Jet Set Willy from the 8-bit era. Again I'm not expecting more than around 2 weeks to write the main code and another week for a level editor. Some artwork will be re-used from project 3 (I may make this a sequel of sorts). The primary goal of this project is to experiment in level design and see what I can learn.
So, there you have it, projects three and four. Estimated (but not solid) release dates will be mid-July for 3 and mid-August for 4.
I do have a fairly large accumulation of game ideas, but most are too big for a month project and are more in the 6 month to 2 year time frame which I'm best staying away from for now.
So, what will fit in a month? Well, I have a ideas for 2 platformers, but I lack the graphics and level design experience to manage these properly in a month. Both would (ideally) need level editors which would be a project in and of itself.
So, I'll be leaving these for now, but I'll come back to them.
So I've decided on two relatively boring concepts for projects three and four and I'll give you the reasoning for them:
Project three will be an arena shooter (player in the middle of a single room with a gun that can shoot in 8 directions with enemies approaching from every direction). I estimate this will take around 2 weeks to write the code, but the sprites will take a long while as I'm hopeless at pixel art, but the entire point of this project is to improve that aspect.
Project Four will be a single-room-platformer. Classic examples being Manic Miner or Jet Set Willy from the 8-bit era. Again I'm not expecting more than around 2 weeks to write the main code and another week for a level editor. Some artwork will be re-used from project 3 (I may make this a sequel of sorts). The primary goal of this project is to experiment in level design and see what I can learn.
So, there you have it, projects three and four. Estimated (but not solid) release dates will be mid-July for 3 and mid-August for 4.
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