Friday, September 29, 2006

GP2X dev : Fonts

Created a smaller font. Was not really happy with how much text I could get onto the 320x240 screen size for gp2x size devices… This font is only a little bit smaller but it adds up to a few more characters per row/lines.

Cleaned up the lua startup code too making it smaller and more manageable…

I will probably have very little time this weekend to work on it but if I do I want to get the character generation out of the way and onto the main map.. tadaaa!

Posted by Stu on 09/29/2006 at 08:49 AM Permalink to this post.
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Monday, September 25, 2006

Fishguts I : Character Creation

So I have the main menu up and going, host separation started. The PC for now, uses WASD in place of GP2X’s AB/XY buttons. s=x, w=y, a=a, d=b.

Character generation is a one off process but I will need some reusable routines, so right now I’m trying to determine if its better to have a lua call just do all the CGen or if I should do the CGen in lua.

either way I need someway to present a list of options on a small screen. I wanted to avoid having to write ‘scrolling window’ widgets and other stuff.

Most of the CG has taken the easy way out, instead of having a list of skills and points to spend on them, you get a generic fighter/ranger/thief/etc which has a preset list of skills appointed to it.

The user can create three characters to form the adventuring party and can hire a fourth or so at points in the game. Like Pool of Radiance, if you hire someone there will be a cost per day deal, and if you cant afford them, they will leave.

Its hard to present textual information on a small screen when you can only get so may letters per line with a few lines per screen.

I’m still debating if I will make a smaller font for 320x200 devices. I think the font is fine for psp (since its widescreen). so the small font might be relegated to where I have the big font now, and replace the small font with a smaller font… (you follow? smile )

Also need to add a story() routine, you know those things that present pages of text that is a clickfest to get rid off since nobody reads them? wink yeah, one of those.

Need to make outdoor ‘fighting’ tilese too tonight. (which is just replicating some outdoor map tiles and adding a couple of new ones.

Posted by Stu on 09/25/2006 at 10:48 AM Permalink to this post.
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Saturday, September 23, 2006

GP2X dev : Fonts

I have a fixed with font printing nicely. I have two fonts, a 20x28 and a 15x20.

For small screen devices (gp32, gp2x, xgp kids, xgp mini) it loads the 15x20.

For larger screen devices (xgp, psp, pc) it loads the 20x28

I also have registration working very nicely too!

The thought on registration would be that Id ship the entire game in full 100% winnable state (nothing planned at this stage to be locked out), but if someone dropped $5 or more via paypal I’d send them a registration data patch that would do something like change the reagents title to yours.

Right now, there is a Raegent of the castle (your starting point) (who is me), and if you register your appreciation (!) you can change it from Reagent Stu to say Queen Camilla or King Joseph etc.. whatever you like to King/Queen INSERT NAME HERE…

Thats the thought at the moment..

I have no intention of doing shareware crap or locking it down or making any part of it crippled.

Posted by Stu on 09/23/2006 at 03:59 PM Permalink to this post.
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Tuesday, September 19, 2006

GP2X dev : Fishguts I

So I have my Main() running from lua, detect the host platform (pc,psp,gp2x) and loading the different title screen, intialising builtin variables and flags etc…

ran into my first big annoyance with Lua smile

"a" b() + "c" 

does not work, but;

"a" .. b() .. "c" 

works just fine! Lua co-erces things to string and number everywhere else but wont ‘add’ them together with a function in the middle.. you must ‘concat’ them (the double dots).

AARGH!

 

Posted by Stu on 09/19/2006 at 09:21 PM Permalink to this post.
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GP2X dev : Fishguts I : booting the game

goals to this week…

- integrate the modified lua engine running packed scripts
- flesh out the embedded lua support functions for the engine
- have main menu up and going
- start new game
- load / save game
- refactor + dehack the code I added last night (from it works to it works properly state).

Load and Save will be a piece of cake, as game state is very simple. We have some bitflags and some gamevars, so saved games will be very tiny.

Start new game will be the hardest, since it has to go through the whole cycle of creating a party of 3 characters… That brings in… naming them… which would require a popup keyboard.. which I dont want..

I could go the Magic Candle I route which predefined your player names. I think to get them up and working they will be predefined (or from a list of random names).

The lua engine is already integrated I just need to have it load the Main() script and ‘boot’ the game (currently the equivalent is hard coded).

Posted by Stu on 09/19/2006 at 03:33 PM Permalink to this post.
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Monday, September 18, 2006

GP2X dev

aiiee! 20 minutes of hacking and the Title screen now loads. woot!

Posted by Stu on 09/18/2006 at 10:53 PM Permalink to this post.
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