Timmy set up his home server as our new repository...
He has gotten the code to build, and has set up a scheduler to compile every morning...
If the build fails, we get emailed telling us a bunch of interesting things, like who broke it and where...
I broke some other parts of it, but am trying to fix them now...
Mac Fail...
Posted by Creeping Death at 7:11 PM
Tims Mac laptop, when hitting the new game button, decides to run the cpu at 99%, and freeze...
No idea why, works fine on mine...
We are sorting out our map information now for the game side of things...
Tim is trying to devise a way to make the parser a little more generic, so it can read ASE files, and also our map files, which we are making up in roughly the same format as ASE files... This will be handy, as we can reuse code...
I hard coded in the current map information while awaiting the parser modifications, to start roughing out how the game play code would look...
And, typically, the objects I'm loading in are oriented wrong due to Max's screwed up coordinate system... We will need to work on compensating for this at mesh reading time...
No idea why, works fine on mine...
We are sorting out our map information now for the game side of things...
Tim is trying to devise a way to make the parser a little more generic, so it can read ASE files, and also our map files, which we are making up in roughly the same format as ASE files... This will be handy, as we can reuse code...
I hard coded in the current map information while awaiting the parser modifications, to start roughing out how the game play code would look...
And, typically, the objects I'm loading in are oriented wrong due to Max's screwed up coordinate system... We will need to work on compensating for this at mesh reading time...
Solutions...
Posted by Creeping Death at 2:56 PM
Solutions 1: Working off a suggestion of mine, Tim created the solution to our 2D rendering issues...
The basiv idea is we go through all the widgets and render the 3D elements, and collect pointers to the 2D elements... At the end of it, we render the 2D stuff on top all at once...
Tims biggest issue with this method was that the 2D stuff is all relative, and the transformations would be lost...
So he found a way around this, and we have awesome transitions between widgets as well as between menu items...
Solution 2: We are now hosting our code on Tims web server at home, instead of the server at uni. This comes out of the countless times that the SKITZ server loses power, and Troy not being around to boot it up again...
Solution 3: I have located someone who wants to do some concept art, so I'm going to send her some details and see how we go...
The basiv idea is we go through all the widgets and render the 3D elements, and collect pointers to the 2D elements... At the end of it, we render the 2D stuff on top all at once...
Tims biggest issue with this method was that the 2D stuff is all relative, and the transformations would be lost...
So he found a way around this, and we have awesome transitions between widgets as well as between menu items...
Solution 2: We are now hosting our code on Tims web server at home, instead of the server at uni. This comes out of the countless times that the SKITZ server loses power, and Troy not being around to boot it up again...
Solution 3: I have located someone who wants to do some concept art, so I'm going to send her some details and see how we go...
Rewriting AGAIN...
Posted by Creeping Death at 1:03 AM
Well we reworked the main function, ripped code and put it into the Application class specific to the game...
Tim managed to get text rendering in different colours, and we have a fade to black transition happening...
Our big issue now is the transitions are rendered in 2D, which screws up when we want to transition between our game and our menu...
Ive made up some tiles and textures for our maps, and we have started on how we are going to do our levels in game...
We are going to try using a map file, that defines a tileset, and what tiles to use...
We have started discussing how enemies will work both in code and in the map definitions...
So we have begun a lot more actual game discussion, as well as engine refinements, but our major issue is still 2D rendering...
Tim managed to get text rendering in different colours, and we have a fade to black transition happening...
Our big issue now is the transitions are rendered in 2D, which screws up when we want to transition between our game and our menu...
Ive made up some tiles and textures for our maps, and we have started on how we are going to do our levels in game...
We are going to try using a map file, that defines a tileset, and what tiles to use...
We have started discussing how enemies will work both in code and in the map definitions...
So we have begun a lot more actual game discussion, as well as engine refinements, but our major issue is still 2D rendering...
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