gearleaf

Site Change

Shamus

Just a quick note: This site will be going down and then coming back up in a different form later in the next couple of days. If you follow my RSS feed, it will be changing location as well. I'll try to stick up some sort of note so that you can track down the new feed without too much trouble.

Lamest Update Yet

Shamus

So! I discovered while unnecessarily mucking around with my menu system in an effort to further procrastinate on building my battle system that colour filters were broken in Verge3. I decided that as my update, I'd fix whatever the problem was and post it up for the whole world to see.

So I got to work. After two weeks here's what I've discovered:

  • The internal colour filter functions LOOKED like they were still working all right.
  • ColorFilter still worked when called from VergeC.
  • I updated to the latest commit in the SVN repository and HookRetrace, etc. stuff was broken because Overkill was working on callback stuff.
  • ACTUALLY updated to the ACTUAL latest commit and HookRetrace was just fine.
  • If I rewrote code to directly call stuff inside of the v3 table instead of going through vx, then it seemed okay.
  • I was using vx's ColorFilter wrappers entirely boneheadedly wrong.

So yeah it wasn't actually broken! Great, huh?

Anyway so I'm back to working on the battle system now. I'm having problems with blitting entity frames but I'm sure I'll just discover in two weeks that I'm doing it wrong.

Too Long

Shamus

It's been nearly a month; much too long. In that time I have been thinking about the battle system, rolling things around in my head trying to figure out how to lay things out. I've been trying very hard to figure out where the balance between interesting to play and easy to use falls. I'm somewhat stuck but am slowly working through it (and trying to apply my mantra of "do what's easy and make it more complicated later if you have more time"). I know that what I really need to do is start trying things out and figure out what works and what doesn't that way.

In terms of actual work I've begun to update the Character objects (basically bundles of stats and other information) to fit with the current state of the engine in preparation for using those Characters in battles. I've found a JSON decoder and slipped it into my general game-making library so that I can use it for data files (and, if I end up needing to, net communications). None of this stuff makes for terribly interesting new playing so I haven't bothered with a new zip for this week.

I've also been very busy with work.

In any case, I have also produced a little bit more artwork and I'm afraid that will have to stand for this update's pretty pictures.

What we have here are relatively "final" single frame sprites for each of the six playable characters in the game. In my original plans there were going to be twelve characters in total, and the story involved splitting them up at various times into groups of five or less. When I revamped everything to make it possible to finish, I cut out all but the first six characters that you meet, and you will never have more than five as an option for your party.

This simplified things a great deal but I admit that I was rather saddened to lose the rest of the characters and, sadly, some of the depth of the game along with them. That said, I am still convinced that it was for the best -- a game that I can actually finish is infinitely superior to one that will never make it off of paper.

New Verge Release

Shamus

Much of my free time this week has been taken up by getting together a new Verge engine release. So now:

Go to verge-rpg.com to read about Verge 3.2

This has actually been a few months in the coming, and Geas has had updated verge executables along the way; if you noticed the size of the .exe changing every few weeks it was because I was trying to keep up to date with the version in the SVN and doing testing with my code to see if things had broken (which was often!)

Anyway, hopefully now that this is out I can get back to worrying about Geas, and we'll see more game-stuff next week. Have a good one, everybody!

One Tutorial Section Up

Shamus

I've got the first section of the LuaVerge tutorial up. It includes one goody in the form of a nice clean workspace zip for building Verge games. The next section is in the works but not near finished yet since it requires me to have time to make some resources for fresh, bright-eyed newbies to use for MAEK GAEM.

Check out the LuaVerge tutorial.

By the way, I need to thank Overkill for listening to me ramble and whine. I was really unsure as to the direction that I should be taking with my tutorials, and he straightened me out like the stand-up gent that he is.

Unfortunately, I haven't had time to do any on-computer work for Geas this week. Things have been hectic.

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