Wednesday, June 23, 2010

LORA finished, Limit Quest just beginning

3D gameplay, 2D graphics. Tile sizes are 33"x33"x22" and derived from the character's height ,which is why they are in inches. The guy there is for size reference. Movement involves ladders, stairs, and ramps as well as futuristic devices such as teleporter rays and pneumatic elevators (not shown).

Wednesday, June 16, 2010

Monday, June 14, 2010

Cells Redux Image loading bug

I have found that on a number of windows computers, Cells Redux fails to load images. Further investigation reveals that this is not true. The SFML image gives the correct height and width of images, openGL appears to create the textures without any problem. I honestly don't know why its not displaying anything.

I plan to rebuild the Windows version using static linking and a newer version of gcc in the near future. Maybe that will fix it. I sure hope so.

Friday, June 4, 2010

Cells Redux Complete

Available here for windows and linux.

Wednesday, June 2, 2010

Cells Redux Progress

Almost there... mouse interaction is going to be rather ugly, but then again this whole thing is pretty ugly. As to the tutorial... I don't even know. Maybe it would be better to just have a readme...

  • Mouse interaction
  • Better tutorial
  • Add resume menu option
  • Improve key repeat speed issue
  • Add a high score table
  • Make checking give some indication of what or how much is wrong. As it stands, failing on a fully locked board basically means starting over. Maybe have options.
  • Come up with a more elegant solution than the reset button. 
  • Add bitmap fonts
  • Get rid of that console, add a title to the window, make an icon for the game
  • Gameplay options: Color/Grayscale, Numbers/Colors/Both,
  • Autodetect locked board and shuffle? (Removed)
  • Sudden Death Mode (this may well be a luck thing and a bad idea) (Removed)
  • Legend on/off (Removed)

Tuesday, May 18, 2010

I wasn't done after all

What good is sleep anyway? The top buttons now work as far as placing parts goes. The rotate and flip buttons also work. The light gray ghost shows what will happen if you click. The flip buttons light up to tell you if they're on. An orientation indicator on the rotate button would be nice too. It's possible to place parts, but not to edit them.

The buttons still don't interact, and I've thought about it some. Button movement is not as important as part placement and editing, so it's bumped down on the list to the end right after the new element color picking (where do you think that red transistor was supposed to come from?).

Monday, May 17, 2010

Progress for 10-5-17

There is a button class that handles some collision detection (no reaction) and all its graphics details. With support inside main, it can be moved (right now only the grid button is supported). The only buttons there that works is the grid button. There are display lists for 16 1-point components and 5 2-point components, all shown in the screenshot. The circuit shown is the same as before; hardcoded using the single-point component class. That class has no provisions for interacting with the user. Those will probably be handled in main in a general fashion. Should probably add a standard cursor button to switch back from deleting. Next up:

  • Make those buttons interact with each other.
  • Make it possible to add components using the buttons.
  • Make it possible to edit components.
  • Create a button configuration file.
  • Screenshot support with provisions for existing files.
  • Schematic file format.
    • No windows API here. It will load and save from hardcoded filenames.