FLYINGJESTER'S PROFILE

I am the Jester.

I make games using JavaScript, C, C++, Mercury, Java, Assembly (amd64 and UltraSparc) and Python. I used to use Sphere a lot, but I'm more into C/C++ and Mercury nowadays. I still use JavaScript and embed it sometimes, and I usually use Python for build systems and system management.

I wrote TurboSphere, which is a recreation of the Sphere Game Engine with a number of major improvements. I'm not really working on it anymore.

I'm surely going to finish making a game someday. I mean, sooner or later, it's bound to happen. Right?
Athena
turn-based strategy game of war and city building

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Just Do It! - Anti-Procrastination Initiative

New goal:

Implement directional movement.

For instance, when you press W you move forward, S you move back, etc. In the last demo video, all the movement is in absolute directions regardless of which direction you are facing.

Just Do It! - Anti-Procrastination Initiative

I have done it.



I added a debug setting to disable drawing of all but the root cell (I show this to show where the seams are).

Just Do It! - Anti-Procrastination Initiative

Goal for June 24 - July 1

Get multiple cells loading. This will be visually apparent because more than one heightmap will exist, in the correct positions next to each other.

Although the cell loading isn't hardcoded right now, there are a lot of things (mostly related to positioning) that need doing for the cell system.

What are you thinking about right now?

Some people ask me, they say,
"Hey, Flying Jester, why are you making a game only for FreeBSD?"

To which, I say,
"Why are you not installing FreeBSD right now so you can play my game?"

Just Do It! - Anti-Procrastination Initiative

Actually, that was a terrible video I put as proof. Let me do that again...



There, now in first-person mode rather than model-view mode (note the mouse is captured). Back on the heightmap cell (although on the other corner as when I showed it loaded), with the test triangle behind us (also using the ground texture, because...I guess why not?).

Just Do It! - Anti-Procrastination Initiative

I did it.

Proof:
https://rpgmaker.net/users/FlyingJester/locker/dl_cap1.mp4

I'm just testing with a single triangle, not the heightmap again. And it's supposed to be lop-sided (that helps to see if the screen is showing upside down, or backwards, etc).

You can tell it's proper camera framing and movement (frustum) by how the angles of the triangle's edges kind of change. Remember how in old 3D games, things near the corners of the screen would kind of warp? It's like that.

I'm not quite sure what my next goal will be. But I'll be sure to have one tomorrow.

Just Do It! - Anti-Procrastination Initiative

I did it. Enjoy a badly cropped screenshot:



The camera controls are still non-functional, the camera is hacked to that angle in that screenshot. But the heightmap is properly loaded and a model is correctly created and rendered of it.

Next goal: Fix the camera controls for the new drawing system.

There's a little more than simply upgrading to the new drawing API. Previously I was using pure angles to determine entity facing directions, but this meant a lot more calculations to get vector coordinates. And I almost always wanted it as a vector, anyway. But that part shouldn't be too difficult. The hard part will be remembering enough GLSL to properly set up the transformation matrices on the OpenGL 3/4 targets :/

Just Do It! - Anti-Procrastination Initiative

My goal: Get cell heightmap drawing working (again) in my game.

Probably more detail than anyone wanted, but...
Basically the world is composed of cells: square portions of terrain which can contain entities, doodads, and props. A portion of the engine can work without drawing, too (mostly AI and physics). I recently refactored the drawing API, how cells and entities are stored, and the main event loop.

Now drawing no longer works, and a 'screenshot' of my game is just a log from the console, mostly about how long scripts took to run. Not very exciting!

The first step to getting drawing back is to fix heightmap drawing (since without that, it's hard to tell if the camera, entity drawing, physics, and gravity properly works).

So... where's that RMNv5?

The name, as it was explained to me (by...kentona?) is that it's a site for RPG Makers. That is, the people who make RPG. The makers of RPGs. The RPG Makers.

Makes enough sense to me. No one says "What do you mean, close the WINDOW? I'M ON A MAC!".

Although I do suspect a lot of people show up here expecting all RPG Maker, all the time.

Just Do It! - Anti-Procrastination Initiative

I want this.

There are a number of things I've been meaning to get working in the current game I've been working on (mostly level loading and camera work). But every time I sit down to fix them, I somehow find a way to actually not do any work.