Saturday, February 06, 2010
Grafx2
With the internet down at my house this weekend being under a tonne of snow (ok its back up now).. I’ve been working some minor patches against my favourite pixel editor, Grafx2, which is very Deluxe Paint / Brilliance oriented, written in SDL and free
so it wins all way around…
Normally I’d use promotion by Cosmigo but that costs, and this does all I need so it wins out.
Filed Under : Computers •
Tags: deluxe paint • grafx2 • promotion
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Monday, February 01, 2010
Haiku + Ruby
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.
Filed Under : Computers • Development •
Tags: haiku • ruby
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Sunday, January 31, 2010
Combat
Aaah the smell of freshly upgraded stats when casting a haste spell.. Yes I spent some time this weekend working on the combat engine, I’ve got all spells working that run over set number of rounds and alter stats.. I need to enable the targetting code and the animation code is mostly built to handle the spells being thrown across the map. Once targetting is done I can better do the fireball explosions and other area affect spells. Thankfully code reuse is good, I can use my existing ranged weapon target code.
Filed Under : Computers • Development • Fishguts •
Tags: Combat • CRPG • Design
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Friday, January 01, 2010
Install dir patch for UCC
I hate apps that hardcode install paths.. I found one while I was messing with UCC (a chinese authored c compiler).
svn diff against the head
Index: ucl/Makefile
===================================================================
--- ucl/Makefile (revision 10)
+++ ucl/Makefile (working copy)
@@ -5,7 +5,7 @@
ucl.c uildasm.c vector.c x86.c x86linux.c
OBJS = $(C_SRC:.c=.o)
CC = gcc
-CFLAGS = -g -D_UCC
+CFLAGS = -g -D_UCC -D"UCCDIR=\"$(UCCDIR)\""
UCC = ../driver/ucc
all: $(OBJS) assert.o
Index: driver/linux.c
===================================================================
--- driver/linux.c (revision 10)
+++ driver/linux.c (working copy)
@@ -4,7 +4,9 @@
#include "ucc.h"
#define _P_WAIT 0
+#ifndef UCCDIR
#define UCCDIR "/usr/local/lib/ucc/"
+#endif
static char *CPPProg[] =
{
Index: driver/Makefile
===================================================================
--- driver/Makefile (revision 10)
+++ driver/Makefile (working copy)
@@ -1,5 +1,5 @@
CC = gcc
-CFLAGS = -g
+CFLAGS = -g -D"UCCDIR=\"$(UCCDIR)\""
all: ucc.c linux.c
$(CC) -o ucc $(CFLAGS) $^
Index: Makefile
===================================================================
--- Makefile (revision 10)
+++ Makefile (working copy)
@@ -1,4 +1,4 @@
-UCCDIR = /usr/local/lib/ucc
+UCCDIR = /opt/ucc/
export UCCDIR
all:
Filed Under : Computers • Development •
Tags: Compiler • Patches • UCC
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Tuesday, December 29, 2009
Two odd thoughts on Pool of Radiance
I was thinking about things to add to my CRPG (Not like it needs MORE stuff added), was two things that stood out for me in Pool of Radiance, the attract screen or demo, and the computer guided introduction for the player.
Now POR was not the first game to have the attract demo screen, the Ultima series had them since what? Number III I think, only it was more cut down, you did not see the real combat action. Pool of Radiance cycled through lots of different screens and displayed a really great demo setup.
The second thing was when the player started a new game, you got that awesome guided tour that brought you into the game. I remember when you first walk in and see ivy on the wall, it was like, AWESOME in its pseudo 3D-ness.
I want this type of introduction in my game, but I’m not sure how to go about it. For the 3Dlik ness of POR it worked, everything is hidden that is not in the immediate view and reveals as you go through doorways and around corners, yet with my 2D tile approach you don’t get so much of the ‘reveal’ factor. Whats there is there, the LOS hiding does not have the same affect.
Right now I have a simple attract screen much like Ultima III with characters walking around the screen in random fashion (unlike Ultima III’s scripted sense). I would like to have an entire scripted display of some 2d tile action with a AI controlled combat (so it should be different each time).
Filed Under : Computers • Development • Fishguts •
Tags: Advanced Dungeons and Dragons • CRPG • Gold Box • Pool of Radiance • SSI
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Sunday, December 27, 2009
Hacking on the combat
Wow, its been ages since I’ve hacked on Fishguts. Tonight I managed to get some free time so I whacked a few thorns on the combat engine.
Managed to split out the Cluebook from the Players guide so I can print separate booklets, for some reason I like that idea more than stuffing it all in one booklet. XeTeX rocks, I wonder why I never bothered with Latex years ago.
Tweaked some AI + A* pathing.
I need to fix some horse issues, and generate a list of enemies from nearest outward so the Next/Prev automatic targeting works.
Filed Under : Computers • Development • Fishguts •
Tags:
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