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Archive for February 1st, 2010

SDL callback sample

February 1st, 2010 jice No comments

Source: The Chronicles Of Doryen

I’ve just created a sample that demonstrates how to use the SDL callback to add post-processing to the screen at pixel level. Check the video on youtube (sorry no embedded video):
http://www.youtube.com/watch?v=cXxHnPf3BBs

Promo Art!

February 1st, 2010 Keith Burgun No comments

Source: Dinofarm Games







More to come soon! Enjoy!
Categories: Dinofarm Games, Planet Roguelike Tags:

Haiku + Ruby

February 1st, 2010 Stu No comments

Source: Stu's Rusty Bucket

Building ruby 1.8.6 on haiku is a PITA. Aftere much mangling (swapping in new config.sub/guess files) and several segfaults I got through configure but there is such a mash of include files it confuses itself. arugh. sed throws errors, sometimes it cant deduce the size of short or long.. The old beos build of runy 1.8.4 has a broken etc.so file when trying to build rubygems. Everytime I try and get a haiku dev box setup something pops up.

01/31/2010

Source: Dwarf Fortress Development Log

Here's the February 1 report . Zach assigned axes to a couple of different dwarves and commanded them specifically to kill a crocodile and a giant toad that were tormenting his civilians. The missions were successful, but the toad had already killed two civilians. They were laid to rest in pieces in their coffins. A sever bug caused those pieces to be somewhat ill-defined as "partial remains" instead of the specific parts. I'm testing the fix for that right now.

We also solved the mystery of the crash that has been plaguing him the entire time. Apparently when critters came wet out of the water and attacked people, some of the water transferred over and cleaned off other spatter on their victims' inventories, and that routine wasn't written correctly to handle the near-simultaneous adding and taking away of inventory spatter. I think it's the same as an intermittent crash bug I've been having for months but could never reproduce reliably, so I'm happy that one is out of the way.

The Global Game Jam 2010

February 1st, 2010 Joshua Smyth (Admin) No comments

Source: Tiny Frog Software » Blog

This weekend I took part in the 48 Hour Global Game Jam – This year 138 locations around the world took part in the competition and within the 48 hour timeframe 967 games got made.

NINE-HUNDRED AND SIXTY SEVEN GAMES!!

Ok, so alot of them aren’t going to be very well polished and more than a few will probably downright suck. But it’s an awesome experience and a great chance to meet new people and to try something completely different. If you have even the slightest interest in making a video game, and even if you’ve never made one before you really owe it to yourself to give it a go next year.

Last time I participated in the Game Jam I produced the prototype for RoboFortress which I later remade without too many modifications in flash in order to place it on this website. My experience from last year was very different from this year. Last year I worked all by myself because I wanted to see if I could complete a game from start to finish all on my own. This year I decided to work on a team, which was very different. To tell the truth I think the optimal number of people on a team for this competition is 2 or 3 – Any more than that and you really need to have a dedicated producer who is responsible for managing the project and is final arbitor on any decisions that need to be made.

My team was quite large (5 people) and alot of time was spent just trying to communicate with each other. And sometimes it can be very hard to communicate an idea when you’ve had very little sleep and have been living off red bull and greasy takeaways.

Next year I think I would like to participate in a group of 2 or 3.

So what about the game we made?

Well, it was a point and click graphic adventure game and you can play it here (Plays in a browser – Silverlight plugin required.) The goal is to get onto the roof and find what awaits you. The original plan was far more complex let me assure you ;)

I’d never made a point and click adventure game before and I wanted to give it a go, which I suppose is what the Global Game Jam is all about.

I think I’d like to make a larger graphic adventure at some point, but now I know what I’d do differently.

PS: Please do not look at the code – It is a complete hack job :)

rec.games.roguelike.announce Posting Guidelines

Source: rec.games.roguelike.announce Google Group

Last-modified: 2010-01-02
Posted-by: postfaq 1.16 (Perl 5.10.1)
Archive-name: games/roguelike/announce
URL: [link]
Posting-frequency: monthly
rec.games.roguelike.announce is a moderated newsgroup for informational
posts and announcements about any roguelike game, including (but not

Pixal: Day 523

February 1st, 2010 Slash No comments

Source: Slashware Interactive - Development Log

Ok, I’m going back to developing Pixal, after more than a month!

I am working toward v 0.0.15, which will allow the following, seemingly simple, capabilities:

  • Form an expedition using your pixals
  • Equip such expedition with axes
  • Travel inside a giant island, from a “town” to some of its forests
  • Chop down trees
  • Pick up tree logs
  • Store them back somewhere in “town”

Pics

Chopping, again

Chopping, again

Finished chopping

Finished chopping

Picking up logs

Picking up logs

I’m drawing close to it… 0.0.15 is straying too far away from 0.0.14e, thus I must release soon else all your data may be lost :)

Aprox. Work Time: 676:30 (671:30 + 5:00)

Magecrawl changes license, now new BSD license’ed

February 1st, 2010 donblas No comments

Source: If Error Throw New Brick

Magecrawl is being relicensed under the new BSD license (3-clause). As the sole copyright holder of the source code, (the other person who helped at the very beginning both assigned me copyright and is cool with the change), I'm able to do this with little fuss. The reason I did this is primarily due to my interested in MEF, which seems pretty cool and I'm interested in trying. MEF is licensed

Plans for Iteration 8 and beyond

February 1st, 2010 donblas No comments

Source: If Error Throw New Brick

Now that iteration 7 and the second tech demo is out the door, it's time to sketch out some plans. The plan is two more tech demos to flesh out more functionality, and then I'll start with "slices". A "slice" would involve fleshing out content for say one class and some themed levels. Each slice would be a balanced mini-game within itself. Once I get a few of those slices done, I could release

Optimized version eventually

February 1st, 2010 toosmug No comments

Source: Rogue-ish Werks

I'm currently working on learning SDL and OpenGL in order to recode the graphics rendering engine. My goal is to render using only SDL which I hope may cut out on the crashes and slowdowns others are experiencing(I currently suspect the crashes to be related to poor OpenGL support). Also, I'd like to add support for different resolutions and font sizes. I don't know how this will take, but lets just say a couple weeks for now.
Categories: Planet Roguelike, Rogue-ish Werks Tags:
 

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