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RubyWeekend Hour 6: Yay for maps being shown!
2008-06-13 16:02:00
Map tiles are shown for the first time. You can see it in the left corner.As you can see, I gotten far enough to display these babies. I also begun work on camera, which did not see much progress after I finished the map displaying work.It seem that I have pull an all nighter if I want to complete this project just in time for judging. Progress are pitifully slow.


RubyWeekend Hour 5: MapEngine work
2008-06-13 15:08:00
There isn't much to show for the mapengine class partially because it is a lot of work and partially because I am slow.I only added the mapobj class, which keep all of the map data in the last hours or so. I spent much of my time flipping through the files to do lot of little things.I hope to get some map tiles showing the next hour I post on this blog.


RubyWeekend Hour 4: Brainless merging, Pirate Creativity, more Brainless Merging
2008-06-13 14:09:00
New clean artwork are created for the pirate player character. Then I implemented code for moving this character. You can move up, down, right, left, and also move diagonally. Moving diagonally is hard because you need precise timing. However, I don't really care because it is a minor and unnoticeable blunder to the vague game play I have in mind.Next, I set to work on working on the mapengine, cr
Read more: Merging , Pirate , Creativity

RubyWeekend Hour 3: The onstructioncontroller is under c
2008-06-13 13:03:00
The progress thus far:I finished the titlescreen UI and started work on controller by displaying the pine background to represent the ship(or server)'s deck. I also managed to sneak in a game loop where you can only do really basic stuff like quit the game.The controller is basically a class that talk to every game element classes in the program and manage the game. So it basically snitches togeth


RubyWeekend Hour 2: Titlescreen UI coming along
2008-06-13 12:19:00
I got the titlescreen UI almost put together. I just need to add mouse functionality and the startup screen will be good to go!I noticed a typo in the titlescreen jpeg but it will be easy to fix.The progress I made so far is to make it go up and running, as well building the titlescreen UI. Not much but it is a start.I think I am far ahead of everybody since some people are surprised that the con
Read more: along

RubyWeekend Hour 1: Internet Pirates versus RIAA zombies
2008-06-13 11:25:00
RubyWeekend has just started an hour ago!Ok, it isn't exactly one hour into the contest, but it is quite close.I already decided what my game will be and what I will be coding. Since the theme is about pirates versus zombie, I choose to parody file sharers as pirates as they're often called and the RIAA as zombies because they're accused of taking advantages of artists.Also I am planning to port
Read more: Internet , Pirates

RubyWeekend Hour 25: You can die
2008-06-14 21:58:00
Zombies can now do some real damages and even kill you. However, there is still of no real consequences when your health goes to zero other than saying that you're dead.I am working on that death screen next and then I will call it a night. Hopefully, tomorrow is plenty of time to finish my project. The last thing I want to do is not finish a contest I proposed in the first place.


RubyWeekend Hour 24: Item gameplay down
2008-06-14 21:16:00
Part one of the gameplay done. Now you can collect items necessary to unlock the way out.Time for me to focus on the fighting aspect.


RubyWeekend Hour 23: Items are sync
2008-06-14 19:46:00
The items are now sync. All we need is to add some functionality to these items to complete the whole part of that gameplay aspect.
Read more: Items

RubyWeekend Hour 22: Items and things
2008-06-14 17:58:00
The enemy zombies can't go through each other anymore.Also, I begun work on the items, which will be essential to winning the game.
Read more: Items , things

RubyWeekend Hour 21 : New walls among other things
2008-06-14 17:07:00
In this hour, I finished an AI enhancement which will ensure that the roaming AIs won't get stuck.I also added a few new walls and edit to make the beginning of the map.Next stop, make enemies AI not be able to go through each other.
Read more: things

RubyWeekend Hour 20: Enemies follow the rules too
2008-06-14 16:13:00
Nothing much here except that the enemy are now up to date when it come to following the rules of the gaming universe.Time to make roaming AI more intelligent.
Read more: Enemies

RubyWeekend Hour 18-19: MapLaw Finished!
2008-06-14 15:14:00
The mapengine coding has spilled over to the next hour because I was in the middle of coding. It was only after the end of hour 19 that I was able to stop coding.In that time, I finished porting MapLaw. MapLaw is basically the physics of the game world. The law I impelemented is that for some map tiles, you cannot go through it, effectively making them walls.Now, I just need to apply it to enemie


RubyWeekend Hour 17: Sync complete
2008-06-14 12:48:00
The sync of the enemy's goal to the map engine is complete .Now it is time to make the map tiles a physical reality in the game world.


RubyWeekend Hour 16: AI finished
2008-06-14 09:04:00
I just finished writing the code for zombie movement, although it is incomplete for the roam part.However, it also have to be synced with the map engine too. So I will be off to the mapengine again.


RubyWeekend Hour 15: More Work on Enemy AI
2008-06-14 08:06:00
Argh. Like everything else, the enemy AI take forever to program. Perhaps that is due to me being distracted by other things.In any case, the foundation are almost in place for the enemy AI.
Read more: Enemy

RubyWeekend Hour 14: I Just Woke Up
2008-06-14 07:03:00
OK, I just woke up so there isn't much going on, progress-wise.We're just getting started with programming the zombie's AI. The AI will be the same for the RIAA vampire lawyers as well. However, the vampire lawyers will be more intelligent if I finished the game with time to improve on the game's gameplay.


RubyWeekend Hour 13: Done for the night
2008-06-13 23:08:00
The enemies are synced up with the map engine's camera.That's it. I am done for the night. See you all tommorow.


RubyWeekend Hour 12: Yay, the enemies are displayed
2008-06-13 21:59:00
The enemies are finally displayed. They can't really do anything, not even generate new zombies. That will change tomorrow.In the meantime, I am going to sync up the zombies to the map engine because you can't even touch a zombies because they move along with the players.


RubyWeekend Hour 33: The CopyPirate Uploaded
2008-06-15 16:53:00
The CopyPirate is ready for public consumption!Visit this site for download!I finished first!


RubyWeekend Hour 32: Approaching Last Milestone
2008-06-15 14:09:00
I finished the the maps and just got started on the HUD.The hud will be simple. The information it will have is simply health and items collected.Time to code it! I am going to try to finish this in the next hour.
Read more: Approaching

RubyWeekend Hour 31: The End is Finally Near?
2008-06-15 12:00:00
Well, I am finishing up the tiles graphics for the map. Once that is done, I will be finishing the final part of the game, the HUD.I imagine the HUD to be an easy affair.Once that's done, it is time to write a README and package the game and SHHHHHHHHHIP it.Forget additional enhancement and the like during the contest, because I have ENOUGH of this.
Read more: Finally

RubyWeekend Hour 30: MapObj Organized and Design Choice
2008-06-15 11:26:00
Well, the arrays in mapobj class are now organized and editable. The map engine is now no longer a nightmare to edit anything by hand for the first time in its evolutionary history.Also, I decided to leave the weapon system as it would make the game way too easy since there are no zombie creation system.
Read more: Choice

RubyWeekend Hour 29: Map editable by hands
2008-06-15 10:05:00
In theory the maps were editable by hand. However, in reality, it is difficult to edit because you do not know the location that this map part correspond to unless you count, which is a tedious and error prone process.Creating a map editor would eat up time in the contest. Times that I don't simply have. It might be worth it in the long run but the game map must be completedin time for the contes


RubyWeekend Hour 28: You can now win the game!
2008-06-15 09:13:00
All parts necessary to win the game are in place. This include the item gathering and reaching the internet pipe as well the victory screen.Next stop will be a proper map and the final gameplay element, the combat system.


RubyWeekend 28: A Slow Start
2008-06-15 08:12:00
The last post is an hour late. Sorry about that.The development is off to a slow start but nonetheless, it is a start. We have 14 hours left. Even with this much time, I feel like to have to run the whole way.For now, the win condition code is in place.
Read more: Start

RubyWeekend Hour 27: The Start of the Last Day
2008-06-15 07:21:00
This is it. It is the last day of the contest. I started the day on working on the win condition code.
Read more: Start

RubyWeekend Hour 26: I am out!
2008-06-14 23:22:00
I finished the game over death scene and I just started working on the win condition part.But development stop now! It already is midnight and I need sleep.So....good night!


RubyWeekend Postmortem
2008-06-18 07:38:00
This postmortem is about my first game entry for the first ever Ruby game programming competition. This game is called The CopyPirate.What went right?1. I finished my game before everyone else. This is probably because I was motivated by my previous failure to submit my game in time for PyWeek, the first contest that I participate in. The shorter time also don't give me breathing room so I forged


Plan of Attack
2008-06-20 12:30:00
Here are the things that I wanted to do for the next few days until Sunday.==Requirement==*The CopyPirate's map engine can be forked into an engine library of some sort.*Development of The CopyPirate 0.0.2 can begin.==Hope for==*Rake file for zipping things up*Start development on Human Robohunt==Pipe dream==*Rbgooey being transformed in the world's most sophisticated game UI


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