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Day 11: Nearing Completion 2008-07-19 13:26:00 I like self-mandated work hours. It make things goes WHOOOOOSH!And it did for me today. Day 11 with 50 commits, marking 44 hours total of development logged. 19 more days to goWell, my prediction that I won't finish the engine this week, barely. Unless you count Sunday as the end of the week, in that case, I will finish the engine.Progress so far:I finished pretty much everything except updating t Read more:Completion
Day 10: Racing Toward the Deadline 2008-07-18 13:18:00 For day 10, I made 54 commits and finished a task completely.The enemytracker class is now officially cannibalized. It no longer exists and now live on through the characters tracker class. This mean that the characters, whether they are foes, npcs, or players are now managed by a single class.I also begun work on moving the ItemsTracker out of the map engine, since it also have no direct relation Read more:Racing
, Toward
, Deadline
Day 9: A Codebase in Chaos 2008-07-17 13:21:00 For Day 9, I am continuing my effort to finish the RPG engine. This time, however, the codebase is thrown into chaos.Several new classes has been created all over the place, as well placeholder code until classes are complete. We also have some bugfixes so that the game can work properly again.One of the newfanged class is the CharactersTracker class, which track all the players, npcs, and mobs. T Read more:Chaos
The 30 Days Postmortem 2008-08-14 04:41:00 My 30 days 4 hours a day programming challenge is officially a success. It has propel me to new heights in such rapid pace not seen in the 2 years I been programming. I also learned what it meant to be a disciplined programmer and learned a few new tricks as well.During the 30 days challenge, I worked on the game engine and the map editor for the KRPGE project, Playground Wars, Space Fighter Ace a
Day 30: Performance and Tutorial Work 2008-08-10 17:40:00 Today, I spent time trying to optimize my game's FPS from a pitiful 15-20 FPS to acceptable 30. Though, it still seems to suffer from having too many objects in the game, which may make large scale battles impractical and possibly limit the game to a few fighters and objects.For practically 90% of the increase in FPS, I merely eliminate most of the 900 map objects, it would still pose a significan Read more:Performance
, Tutorial
Day 29: Space Fighter Ace is Slowly Being Built 2008-08-09 15:12:00 Today is Day 29, so tomorrow is the last day of my programming challenge to code 4 hours a day.With 4 hours a day, I am slowly crafting Space
Fighter Ace game mechanic, with some markup in difficulty in comparison to previous projects.Today, I finally accomplished the death mechanism of spacecraft and bullets collision, although it have no special effects. I believed it took me two hours to accomp Read more:Slowly
, Built
Day 28: More Gameplay Work 2008-08-08 14:57:00 For today, I mostly focused on writing gameplay features such as the capability to shoot projectiles and then destruction.Though, I mostly got stuck trying to figure out why the projectile have collision problem. It took me a while that the rect size is too big for that image. I promptly fixed it.After that, shooting finally work. I then code a feature to allow the projectile to go faster than th
Day 27: Learning Trignometry and More 2008-08-07 21:15:00 Although, I been practically gone all afternoon and all morning, I was able to start coding by 16:00 and finish the session for 20:00.I got a little lecture from Beoran on trig so I can figure out what the heck I am doing with the movement code. Thus, I learned enough to figure out the angle for moving left. The lesson and movement code were incomplete though.Since I probably didn't have much to d Read more:Learning
Day 26: More Movement Code 2008-08-06 16:13:00 Today, I started to delve into an unknown terrority, forcing me to use geometry that I never used before in game programming. Progress is slow as I struggle with the challenge.Right now, I am trying to implement angle based movement so that my space craft has a more realistic movement. I think I got the up angle movement right.I also accomplish other task. For example, I decided to expand the reso
Day 25: Cooking up Movement Code 2008-08-05 11:56:00 The second day of development is all focused on getting the movement code for the player right.So I spent much of my morning hours writing movement code and rotation code, although I still have to take care of fixing crash bugs because I forgot to include a few files in the mapeditor program.The rotation code is pretty much complete. You can rotate counterclockwise and clockwise as well stop. The
Day 24: KRPGE Finished, SpaceFighterAce Next 2008-08-04 14:09:00 KRPGE is finished in two days! That was quick. Then, I started work on the development of SpaceFighterAce.First, I had to import svn into git before I can push it, which took me about an hour to figure it out. Then I pushed it to github and use the newly released KRPGE for this project.At last, I spent time coding and finding graphic for the game. I decided to use a NASA picture as terrain.This ga
Release Log #4 2008-08-04 13:30:00 KRPGE-0.0.3 is out!This release now support terrains. It also got a bit of code cleanup too.As for the map editor, the README documentation for it was improved. It also got FPS boost. Read more:Release
The Rubygame Tutorial Rebooted 2008-08-04 07:20:00 A long time ago, I written a tutorial series on rubygame, in which I written part 1 and part 2 respectively as some of my earliest article here at this blog. This tutorial series became a great hit for people googling for rubygame tutorials, which seem to happen quite often. Unfortunately, it has become outdated and it no longer reflect the knowledge and experiences that I gained since then.But re Read more:Tutorial
Day 23: KRPGE 0.0.3 Works Began 2008-08-03 21:41:00 Though I didn't do game development in the morning as I usually do, I still managed to do 4 hours of development.The main objective for KRPGE 0.0.3 was achieved surprisingly fast and with a few improvement and slight modification over Playground Wars's code. Terrain support, though it suprisngly requires more code than I expected, was completed in the span of two hours. Huzzah!I also began work o Read more:Works
Release Log #3 2008-08-02 20:59:00 The next version of KRPGE is out!Version 0.0.2 features a map editor. It even come with more documentation than the engine itself.You can download it here. Read more:Release
Day 22: Finished MapEditor and Doing Tutorial Work 2008-08-02 20:28:00 Well, I finished MapEditor's rendering bug and made it ready to be released. For that, I spent 1 hours getting nowhere and the finishing it relatively quickly the next hour after being confused for 10 minutes.Since I have nothing to do, I decided to work on my tutorial. I completed part 1 and even managed to start working on part 2.Tommorow, I will start work on KRPGE 0.0.3. For now, I must releas Read more:Tutorial
Return To Coding 2008-08-25 04:35:00 Yesterday, I was able to restart work on coding my Space Fighter Ace game again after a two week absence of not coding. It wasn't related to the roadmap that I have laid out for Space Fighter Ace, but rather for a future version of Space Fighter Ace.What I done was to write my first network application, building a very simple server and client with no game logic code. It was as far as I got in cod Read more:Return
, Coding
4th Day: Bumber Ride Progression 2008-09-25 19:59:00 For RubyTet, my tetris clone, development is continuing along as usual. I got to the loading the blocks and then drawing part, except it doesn't draw. Moreover, I got the position of my graphics wrong. That's woe for anytime you do something new.Unfortunately, there seem to be an outrage for the libregamewiki server at the moment. So I couldn't exactly make much progress to upgrading Libregamewiki Read more:Progression
Day 3: The Forum is Ready for Business! 2008-09-24 19:50:00 For day 3 in my development log, I continued my vague coding effort on RubyTet. I think we're close to something dropping down into the field.With agonizing progress of 10 commits everyday, it may take a day or three for the first shape to drop. The important thing is that I maintain progress over time. That's critical discipline training for somebody who want to be a future owner of the first ful Read more:Forum
, Business
2nd Day Complete: Progress! 2008-09-23 20:54:00 Despite the fact that there was no posting yesterday, I assure you that there were activity in the pursuit of my goal outlined in my last post. That is, my aim to start writing games again and continue the development of my wiki.Yesterday, I was merely setting up the game's inital source code, with all the graphics. It is very much the same today, in which I attempt to build a vague code organizat
Changes in Direction 2008-09-21 18:08:00 I know I haven't develop extensively since August because school exhaust my energy. I couldn't develop 28 hours per week via the 4 hours a day goal. So all of my gains are now lost.Now, I am changing pace and keeping my Space Fighter Ace project on hold. Right now, I am focusing on writing simple games like RubyTet, a tetris clone. What I am going to do is institute a new policy of ten commits eve Read more:Direction
Rubygame Tutorial 3 & 4 2008-09-10 18:10:00 Rubygame book part 3 and part 4 are out!Part 3 is simply setting up the controller class, which will be where all the game happening will take place. Part 4 is where you get to learn about using the clock to regulate the game speed. It also shows how to modify the titlebar to fit your purpose. In this case, we are displaying the FPS information.If you're not already following the tutorial, start f Read more:Tutorial
Day 19: 3 Day Weekend Starting! 2008-10-10 22:16:00 Ah, I gone off the track a bit with Friday here. Still managed to keep doing RubyTet stuff though. I read through the rails tutorial and the trignometry book and everything. Libregamewiki got a growth spurt going on. In short, everything may be progress more slowly than ancipitated but it is still going.But today is when the long weekend starts! Monday is student holiday and the teachers will have Read more:Weekend
Day 18: Homework Thursday 2008-10-09 20:13:00 Today, all at once, my teachers decided to give everybody lot of homework. So I got clogged with homework in my backlog. This limits my time and force me to spend time coding on other parts of RubyTet such as cleaning up the viewer class. In the rush, I made several careless mistakes and has to correct them later.I should have made better uses of my time though. That way, I can think about solving Read more:Homework
, Thursday
Day 17: Adding controls to RubyTet 2008-10-08 19:59:00 For RubyTet today, I wrote the game control so that you can move around shapes. I still have not implement the shape changer though. Then I worked on adding rules for adding shapes since it isn't enough to be adding shapes to the field, but actually inserting in the correct position.As for my other stuff...Rails: I am momentary confused about rails migration. Tomorrow will clear up as I start over
Day 16: RubyTet game logics coming along.... 2008-10-07 20:19:00 Today, RubyTet development got 13 commits. During these commits, I renamed the Create class into the ShapeField class and wrote shape adder for the PlayField class. Then I went to work on the buggy viewer because it failed to update to the next shape. I also fixed the z and s shape because they were switched around.As for my pursuit of trignometry and rails skills, I am heading into rather lengthy Read more:along
Day 15: Week 2 into Development! 2008-10-06 19:58:00 Ah! I reached a critical milestone. I done about 2 weeks of game development so far. I think I have established myself as a disciplined developer able to work under the stress of school and the energy that it drain.Today, RubyTet got 12 commits, over the miniumum requirement of 11 commits per day. The 11 commits a day is not much increment over 10 commits, but I think it will add up to cutting the Read more:Development
Day 14: RubyTet is starting to Resemble a Game! 2008-10-05 20:14:00 RubyTet now have shapes dropping! It took us agonizing 14 days for this project to mature because I merely complete the minimum amount of commits needed everyday, which is 10. I think it will take the rest of this month for the first version to be completed. As a matter of fact, I am going to bump it up the minimum requirement a notch. It will be now 11 commits, instead of 10!As for the rails tuto
Day 12 & 13: Slugging through the Weekend 2008-10-03 20:23:00 Apparently, my post for Friday did not successfully materialize. All of the work I have done for that blog post disappeared. Oh well.But for Saturday, I made a fair amount of progress on different tasks.RubyTet: I got the shapes fixed and is working on the drop code.Libregamewiki: I am working on coordinating the construction effort so that the Libregamewiki will see its most activity ever since t Read more:Weekend
Day 11: A Chapter Is Finished 2008-10-02 19:43:00 I just finished chapter 1 of the trig book I am reading today. It took me a while because I was doing them between classes. Now, I am a little bit closer to having enough knowledge to complete my Space Fighter Ace project.As for RubyTet, I got the viewer working. I just need to work out the kinks out.I am also getting started on a rails tutorial. Once I complete that tutorial, I am going to go cre Read more:Chapter