What's going on?

[Real life] Stars on 45...

Wednesday, June 24, 2009, 9:49 PM

Still not a star but at least I reached the 45. Hooray
And the headline proofs that I'm really that old...if you do remember that old (and terrible!) song you're at least as old as me - or you're younger and your  taste of music is just bad

I think I will start to lie about my age in game developer forums from now on otherwise all the other guys/girls start calling me Pop or Grandpa and want to talk to my kids instead of me

Anyway, I'm feeling good, I had a great birthday and I'm looking forward to the next 45 birthdays!

Have a nice day too!

[Game Dev] First bullets but no blood!

Click to zoom the image Monday, June 22, 2009, 11:26 PM

Bullets are flying across the screen! Most time consuming task was to create a gradient circle from white to transparent that I could use for the bullet images
If I could just use one graphics program well enough...

Looks like I'll have to update my top down shooter tutorial again to explain the code and provide some new zip file for a download...

Enjoy the image to the right for the time being

[Website] TOWeb V3 is available!

Monday, June 22, 2009, 10:40 PM

Oh happy day, just two days before my birthday the ToWeb people released the new version 3!

And what nice features they have included

  • tons of graphical gizmos you can do with your website's style and layout,
  • search engine enhancements to get more hits on your site,
  • more effects for images,
  • comments for blogs (YES! Finally!),
  • captchas,
  • so called i-Services for blogs, forms and mailing lists using server side PHP (used for the blog comments for example) including a builtin backup solution,
  • support of Google free services like Google AdSense, Google Analytics, Google Diagnostics and more,
  • builtin search engine is improved
  • and much more

Only disadvantage is the update fee - but hey, nothing as good and simple to handle like this tool is for free...

You'll see what I can use for this site in the next time

[Game Dev] Fiddling around

Tuesday, June 16, 2009, 9:55 PM

It's been a pretty busy week and it doesn't seem to get better this week. So I've been fiddling around with several things

  • I read through the Flixel forums and thought about Flash game development and its pros and cons,
  • I (again) had a look at PulpCore which is a nice Java rendering and animation framework to code cool looking Java applets. It's pretty fast and due to it's own built in renderer it enables sexy blend modes, fast scaling and rotating and more. Indeed it's Java applets looking like Flash games - only simpler to code for me as I can code Java even while asleep
  • Bullets for my BlitzMax top down shooter tutorial. The TBullet class is nearly done, I mainly need to add code to the TPlayer class to allow shooting and then it only requires a bit of debugging I guess to get it working. Pretty straight forward and not too complicated.
  • TimelineFX: Particles for BlitzMax! It's a particle editor and a framework to play them back in your game code. Those little videos on the website look gorgeous - but 30 pounds is a bit too expensive for me right now...
  • website creation tools: seems to be my usual time of the year and I'm looking around if there are better tools to help me create and update my website.

  1. I had a look at Textpattern which is a nice CMS, PHP and MySQL driven (as usual). Looks simple with some templates and plugins. Not as huge as Wordpress or Serendipity and with a nice builtin online text editor where you can add text in a Wiki style, similar to my current tool TOWeb.
  2. Another tool I looked at was Incomedia's Website X5 which works similar to TOWeb. It's a Windows application that allows you to generate your website mainly offline. The one advantage (IMHO) is the blog of Website X5. That's an online blog comparable to Wordpress and others which allows online administration and online content addition. So you can feed your blog from any browser anywhere (but not the rest of the website of course). I'm not quite sure if your website's stylesheet is also valid for the blog and if your blog page can be the starting page of your website. Will investigate further. There's a pretty big community active in their forums which is good. But they also detect a lot of bugs which is daunting...

Overall I think I'll stay with TOWeb for another while and hope that the next release with Blog comments will come soon

Later,
Tommy

[Game Dev] Flash game development?

Sunday, June 07, 2009, 10:18 PM

Friday night I had a quick look at Flash for game development.
I downloaded the free Flex SDK from Adobe, followed by FlashDevelop which is a nice (Windows only) free IDE for Flash development and also some Adobe Flash player debug versions.

Finally I downloaded Flixel which is a nice little library to help you creating Flash games.

Only half an hour later I got everything installed and setup (just follow the tutorials on the FlashDevelop and Flixel sites) and I successfully compiled the demo game of Flixel!

Pretty cool I must admit.

Don't know if I will continue the Flash way some day - it was just a nice little experience seeing that it was pretty easy to get everything working.
But of course Flash's main problems are still valid:
  • it's slow compared to native compiled games (like BlitzMax or PlayBasic or C++) or JIT environments (like Java),
  • it does not support HW acceleration (at least I've never heard about it) and thus lacks all the eye candy.

Advantages are:
  • ActionScript 3 looks cool and is a real OO language,
  • FlashDevelop looks like a nice powerful IDE (which is free!),
  • coding platform independent games that run in an ubiquitous environment (a Flash player is installed in nearly any browser around the world).

I think it's pretty good for simple games but not for all ideas that jump around in my brain. So I'd better get back to improve my BlitzMax coding and finish my first BlitzMax game first

Cheers,
Tommy

[Game Dev] First part of BlitzMax tutorial finished!

Sunday, June 07, 2009, 10:13 PM

I declare the first part of my top down shooter tutorial for BlitzMax finished. Feedback, suggestions and enhancements are highly appreciated!
The next part of the tutorial will cover bullets, enemies and sound effects. I will begin with it in the next few days I hope

[Game Dev] Bits and pieces added to the tutorial

Monday, June 01, 2009, 10:13 PM

Some more paragraphs made it to the top down shooter tutorial. I added code for the TPlayer type and it's explanation and also added the modified main loop code. Finally you can download the first part of the tutorial at the bottom of the page.

Coding the game is so much faster than explaining it

[Game Dev] First refactorings of the tutorial

Monday, May 25, 2009, 10:11 PM

After reading the tutorial for several times now (proof reading while adding new content) I detected what was nagging me all the time. I didn't like the implementation of the TFRLTimer class. The main class in it's main loop had constant access to some fields of the TFRLTimer and even modified them!
This breaks many OO rules of course. So I just had to refactor the class. And while I was at it I also added some FPS code to show the amount of logic update calls and render calls per second. I inserted a refactoring paragraph into the tutorial before starting to explain the new classes TCoordinate, TGameElement and TPlayer.

Have fun reading the enhanced top down shooter tutorial

[Game Dev] I'm spinning!

Click to zoom the image Monday, May 18, 2009, 11:18 PM

The top down shooter tutorial is progressing nicely! I got the first new classes coded (TCoordinate, TGameElement and TPlayer) so that I now have a rotating turret that follows my mouse pointer

It's time to get the explanation and the source code of those classes into the tutorial! It might also be a good idea to prepare some zip archives to download the interim versions of the source in case the readers can't follow my explanations and mess up their own local source code...

By the way, the graphics I'm using are all my own programmer's art created with PhotoImpact
If you are graphically talented feel free to throw some graphics for a top down shooter at me - you will of course be mentioned and credited wherever possible in the tutorial

[Website] More changes

Sunday, May 17, 2009, 10:20 PM

How do you like my game logos on the right?
Took me around an hour to create them with the help of PhotoImpact and The Logo Creator. They are far from perfect but I'm satisfied enough to keep them

I also added the built in search engine of TOWeb to a panel frame on the right. Give it a try. I still need to feed more keywords to my pages and their paragraphs but it's a nice feature to use.

And just for fun (and because TOWeb includes several sets) I switched to some different smilies

[Website] A bit of a new look

Monday, May 11, 2009, 11:21 PM

I played around with my current theme. Hope you like it

One thing I also want to do is to create some graphics teasers to promote my own games a little bit with nice images on the panels on the right side.
I'm playing around with The Logo Creator which is a nice piece of software to create some cool looking logos. They also have another software The Web Graphics Creator to design 3D eBook covers. But that's a bit tricky to use - and I'm no artist at all

But sooner than later I present my first results here - you have been warned!

[Game Dev] Some more work on the tutorial

Monday, May 11, 2009, 11:17 PM

I added some more paragraphs and also fixed and enhanced the first ones of my BlitzMax top down shooter tutorial. So if you want you can read them all over
Feedback is highly appreciated as usual!

[Game Dev] Started with the tutorial

Wednesday, May 06, 2009, 10:58 PM

I put the first paragraphs of the BlitzMax tutorial online. Have a read and maybe give me some feedback.

[Game Dev] Another tutorial is in the works!

Wednesday, April 29, 2009, 10:44 PM

Recently I've been kindly asked if I could do a BlitzMax tutorial (greetings to Leon ). We quickly agreed on some simple game to be created in the tutorial.
It will be some kind of top down shooter where the player controls a rotating turret in the center of the screen and has to shoot different enemies that approach him from all sides.
The game gets more and more difficult by raising the speed of the enemies, introducing different enemies that take more hits and so on.
As it shouldn't be too hard to code that and pretty good to introduce some OO and other nice features of BlitzMax I decided to give it a go

You can follow the progress here.

[Game Dev] Just another screenshot

Click to zoom the image Tuesday, March 10, 2009, 8:57 PM

Just added this paragraph to show you another generated cave to see that it's really randomly generated

The basic idea of the algorithm is the usage of a so called midpoint displacement. The sea bed requires one curve, each cave requires two randomly generated curves, one for the ceiling and one for the ground. Not too complicated...

[Game Dev] Scuba Dive progress

Click to zoom the image Tuesday, March 10, 2009, 8:45 PM

So the first version of the cave algorithm is working. I think you can pretty easily see how it's generating the sea bed and the caves
I'm not yet satisfied with the current results but it's a start.
Some fine tuning is definitely required to make all areas of the caves explorable. But I'll get there.

Next big task will be to fill the solid areas with different sized rocks. I have no idea yet how to get there. One aim is to assure that the algorithm uses many of the different sized rocks and leaves no visible gaps...but how do I tell the algo which rock sizes are available and which rock to choose or not. Especially if only a certain sized area is free and needs to be filled with a rock.

I think I need some thinking time when I'm awake - too complicated for late night codings

Feel free to contact me if you got a nice idea for the algorithm!

[Game Dev] More playing with BlitzMax

Tuesday, February 03, 2009, 9:40 PM

Whoa! More than four weeks without an update of this site! This is a good indicator how busy I'm currently.

But still I found a few minutes once in a while to have a more detailed look at BlitzMax. I started implementing my Scuba Dive map generation algorithm with BlitzMax which is a nice little exercise to get used to the new language and IDE.

I'm progressing as expected which means steady but slow

Maybe I can show some screenshot with the next post. Let's see...

Later,
Tommy

[Game Dev] New toy to play with

Friday, January 02, 2009, 10:47 PM

One of my christmas presents was a license of BlitzMax. For several years I avoided it like a hot potato for some unknown reason. But recently I was in one of my moods again - you know: fed up with the current tools, looking for some new, shiny tool to play with
As usual my criteria for a satisfying game development environment were the same as they have been for several years now:
  • must have OO,
  • must not be C++ (I hate .h files and their declaration / definition bullshit, I hate operator overloading, I hate missing a reflection framework),
  • must be able to generate an executable with all required libraries and without additional runtime downloads (like Java JRE or .net),
  • preferably multi platform (Windows, Mac OS and Linux)

Slick is Java based so people require Java to play games created with it. I've got complaints that people won't download and play SpiderTrap just because it requires Java and is not available as a zip file containing some .exe to double click

And PlayBasic misses OO features (or to be more precise I miss OO features in PlayBasic) and it is not multi platform.

So what about BlitzMax now?
  • OO? Yes. It does have classes (named types), knows inheritance, static fields and methods (named globals and functions), instance fields and methods, there is some reflection functionality, there are abstract classes and methods and more stuff. Compared to Java and C# it still misses a lot of OO features but what is there is sufficient enough to comfortably code games in it without missing too much. Check.
  • Not C++? Check It's some Basic dialect with a syntax looking like a mixture between Java/C# and Pascal and several other languages.
  • Generate executables? Yes, BlitzMax is a full compiler language which can create executables, dlls and modules (add on modules for BlitzMax itself). You can even include media files and other required resource files into the executable using the incbin command! Check!
  • Multi platform? Yup. Windows, Mac OS and Linux are all supported. Check.
  • Graphics: 2D only, but native OpenGL if you want and DirectX under Windows. The 3D module is going to be released as open source under some LGPL or BSD license! Additional Check!

So there must be some cons, right?
  • The price. 80 bucks are 80 bucks and as I have to pay taxes in Germany for a digital download it's pretty close to 80 Euros! Ouch!
  • The IDE. I paid additional 15 Euros to get a proper IDE that covers most of my needs (BLIde).

Anyway, I'm giving it a try and currently fiddle around with some game ideas and a nice little framework (Retroremakes framework).

Feel free to contact me if you want to know more - at least I am happy right now

Bye,
Tommy

[Real life] A happy new year!

Friday, January 02, 2009, 10:44 PM

I know I'm one day late. But do you care?

All the best to all of you for 2009!

Cheers,
Tommy

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