Entries Tagged as ‘Programming’

December 20, 2007

First video of Roll ‘Em Out

Having been busy with finals and other projects, I haven’t put much time into working on Roll ‘Em Out, but to keep things going, here’s just a short gameplay video of a still early debug build of the game. The score display is just a mockup- I won’t actually be using this in the final [...]

November 27, 2007

The .obj file format, demystified

If you have ever thought of doing any 3D games programming, your first thought might be how the graphics are done. From the highly polished Final Fantasy games, to the abstract look of Geometry Wars, the answer varies. But more often than not, you would need to use visual assets that were made with other [...]

November 22, 2007

Wanted: A Good Mapmaker

No, I’m not making a post about looking for good game mapping talent (though that wouldn’t hurt), but what I am talking about is the need for a way to make maps for my upcoming quick reflexy action-puzzler. My game has finally come this far to crave this need. So it’s time to do some [...]

November 17, 2007

Some graphical goodness

Here’s a scaled-down screenshot of how the game is looking on the PC side of things. Looking more like a Monkey Ball game, right?

Collision detection is still buggy on the edges and on angled surfaces, but angled surfaces need a different way to handle movement. But for flat surfaces the game looks totally playable, and [...]

November 13, 2007

Other stuff along the way

While working on my PSP game, I’ve been thinking of continuing a few not-so-related projects.
First is PSPMyAdmin, which was supposed to be a tool to help you manage MySQL databases. Due to the lack of having a server on the PSP, the program uses SQL files and parses them to produce an image of the [...]

November 8, 2007

Code snippet – frame of collision

I whipped this little program in about an hour which helps you find the collision point of a circle to a line, and the normal in which it reflects. This principle works the same in 3D. You must have Java enabled in your browser to view the applet. The blue points connect the shortest distance [...]

November 4, 2007

More game progress: Collision detection

Before we go on to the more tech-y stuff, a disclaimer: I like programming, but I’m an art major. My concentration is electronic media, and we do dabble in some programming in more arcane (but still easy to use) languages, and 3D modeling, but that’s as technical as my art classes get. But I took [...]

November 3, 2007

Keeping the ball rolling with this game

For my first Monkey Ball clone update, here’s a screenshot of what’s coming up so far. Last week I’ve tested some textures and using my own state manager display to handle the switching between parts of the game. That would be put aside until much later. And for obvious reasons, I won’t actually be using [...]

October 30, 2007

First post of a development log.

For over a year I’ve been an active member of the PSP homebrew community and just now hoping to make a significant release sometime in the future. I’ve programmed some simple utility software but now it’s time to aim bigger. Development for 3D homebrew is slowly growing and I want to make my contribution with [...]