A Keyboard and the Truth

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Western Massachusetts
Mostly technical ramblings through the years of indie game development
1,888 comments
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504 entries
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EDI
July 24, 2009
GUI: The road to hell is paved with good intention
Nobody goes into game development thinking "I'm going to make things hard on myself", rather; inexperience and excitement of the unknown drags them into horrible time-sinks, where experience is gained and where souls are crushed.

A custom game Graphical User Interface is just such a lure.

Common pitf…
648 views
EDI
July 23, 2009
Audio Programming: Deeper than you might think
Audio system development is a hugely under-discussed topic. Naively implemented audio systems can seriously hamper developers of non-trivial games and force them to settle for a less audio-rich game.

I'm going to talk about a few different aspects of Audio in games, there is a surprising amount to …
692 views
EDI
July 22, 2009
Beyond State
State is wonderful, but without processes to change state it is useless; it would remain frozen in time, just as the developer created it.

When a game is created in the Selenite Editor, the configuration of the state is built as it should be for when the game starts:


  • NPCs waiting to be discovered.

  • Ene…
390 views
EDI
July 21, 2009
Progress
Just got ItemMenu rendering back in the SeleniteWin32 engine; the ItemMenu is the 'inventory bar' at the bottom.

348 views
EDI
July 21, 2009
Instances
Instances, Instances, I love instances :)

We've covered a lot of ground, before the tangent about resources we had just finished talking about class objects. Class objects hold the immutable data that was designed in the Selenite Editor and provide information to instance objects, the data that act…
401 views
EDI
July 20, 2009
Quality Check
Now that we're a few posts in, what do you folks want moar of?
593 views
EDI
July 20, 2009
"The resource cataclasm" OR! "How classes saved me"
I hope everyone has had a wonderful weekend :)

In my previous post, I explained how unique resource file names were generated using the data contained within them. This is a darn useful feature, but in the long run it can undermine one of the biggest mainstays of game development.

Nobody's Perfect

If…
344 views
EDI
July 17, 2009
Classes and Resources
In my last post I explained Object Classes which store constant data which simply won't change during the course of a game; before I move on to Object Instances I would like to explain why this feature exists.


During most of Selenite's life there were no classes

Classes are a relatively new feature i…
324 views
EDI
July 16, 2009
The Graphical Approach
For those of you who found my last post lacking in pictures; here is a graphical view of the schema I described. Best when used with the text :)

292 views
EDI
July 16, 2009
The Selenite Engine (cont.)
Good morning to all,

Yesterday I spoke a lot about the Selenite Editor; explaining that it basically is a 'game maker' tool where the game developer can create complex gameplay in a small amount of time.

While that will probably require more explanation to understand the fine details of what is possi…
414 views
EDI
July 15, 2009
The Selenite Engine
I know what you're thinking, 'oh great, another developer with another engine'; forever locked in the infinite alpha-stage, coding away on useless features that will never see a completed game.

Of course not, like all of my game engines, Selenite is a means to an end, or a few ends. And all of you …
888 views
EDI
July 15, 2009
The EDI Game Development Journal is back
Greetings all,

It's been a while, but due to the influence of several gamedev.net members I've decided to re-subscribe to GDNet+ and bring my journal back.


So what are you going to be journaling about?

Game engine development, and the development of Morning's Wrath 2;
many of you may remember my journ…
766 views
EDI
July 28, 2008
Updatums
Greetings All, been a while :D

The Morning's Wrath site has been re-launched. With the downloadable, DRM-Free full version once again available for purchase.

We're busy finishing off The Lost City of Malathedra; it's been a long road, and it was almost canceled last year but Brian and I managed to k…
424 views
EDI
March 06, 2008
Don't neglect the sound!
This morning I purchased a royalty free sound effects library from Partners In Rhyme, for about 100 bucks; the quality is really good and seems to cover the lions share of what we're gonna need for Malathedra and future games.

Morning's Wrath had really poor sound effects, mainly being comprised of …
408 views
EDI
March 04, 2008
Even MORE Progress!!!
A picture is worth a thousand words:


Comments?
520 views
EDI
February 28, 2008
Smells like Beta
So, Malathedra is nearing it's beta stage, all the maps are done, better get the champagne ready :D

Obligatory Screeny:




The S3Engine 2.0 and it's Editor are nearing completion too!
455 views
EDI
February 11, 2008
More Progress!
I've been doing some more graphical work for Malathedra:



For those interested you can see a neato animation of the above if you grab the new EDIANI Animation Viewer (which removes the concept of 'costumes' for the sake of generalization) and then grab the animation. Hope you like it :D


More work on …
309 views
EDI
January 30, 2008
Progress
So, Exciting progress being made:


Malathedra is moving forward:





And the new game development IDE is moving forward:







Comments? Questions? Death Threats?
318 views
EDI
January 10, 2008
New Site
After long last EDIGames.com is gonna be back up.

I'm currently designing the template and i'd love feedback:

Test Site


333 views
EDI
November 13, 2007
Animation Format
So, for as long as I've been making 2D games, I really wanted a way to easily store animations. At first I would pack them into 2 Dimensional tables as a single large image, but this meant lots of transparent space waste (to keep things aligned), plus it required large image support, which on some…
450 views
EDI
October 08, 2007
Core Library
Greetings all, I've been busy putting some final touches on my core library, and it looks like it's pretty much done. I still have to decide what kind of license I'm going to be releasing it under, and I'm still unsure weather it will be free or not (perhaps free for non-commercial applications), …
326 views
EDI
October 02, 2007
Reusable Core
Greetings all,

It's been a while, I'm busy working on Malathedra's story modifications, and on future (not the engine for Malathedra, I'm not touching it lol) engine enhancements.

It occurred to me a few weeks ago, that I write a lot of engines, personally I don't think there is a lot wrong with this…
333 views
EDI
September 13, 2007
Engaged :D
397 views
EDI
August 24, 2007
Teapot!




Okay, some interesting news...

First off, after a lot of thinking I've decided to finish The Lost City of Malathedra, in it's current form (the 2D/3D mix), Brian Linton and I have gotten back together on the project and we're reworking it a bit to make it more manageable for a swift-ish finish relea…
495 views
EDI
August 16, 2007
From 3rd to 1st
Greetings all,

I've been further experimenting with 3D models (in milk shape) and physics Tokamak; and through it I've come to a large idea shift.

This sort of game would be better played in the first person perspective; now for a long time I've been a huge fan of 3rd person adventure games, however…
287 views
EDI
August 03, 2007
Reconstructed Core
Yay, this week has seen some major work on the new engine.

First off, I played with lua some more and finally was able to get 'exactly' what I wanted in an elegant way, yay!

So with the scripting system finally settled it was time to finalize the new object system.

A problem that plagued the S3Engine …
332 views
EDI
July 26, 2007
More Scripting
So, after looking at Lua again with Phantom's post in mind, I found that you can place functions inside of variables in the global table; e.g.

function events.create()

end

this makes a key "create" with a value of the function pointer in the table "events" which is in the global environment.

So startin…
373 views
EDI
July 25, 2007
Scripting
So, I spent some time reworking the scripting system for my new engine.

Like the S3Engine I'm using LUA, however there were some evil hacks that I had to do in order to get it to work like I wanted to; this time around however I managed to fix a few.

Co-Routines:
Co-Routines is the main reason I like …
328 views
EDI
July 19, 2007
A bit 'o' progress
So last night I sat down and did a bit more work to do a naive implementation of loading and showing a model.

I'm still using the .X loader for simplicity, but this time around I managed to load the model and it's materials and draw it using a simple textured shader, quite a nice feeling.

I'll probab…
276 views
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