Author Archive for

02
Jan
12

More game progress

Hey all, time for more game dev fun. I had this week off from work, so I didn’t do much coding of any kind. Yesterday and today, however, I did a little work on my game engine/OpenGL exercise. The player graphics are the female wanderer body from Angevon’s Ragnarok Online sprite collection with one of the ‘Purple’ heads. The scene graphics are still Danc’s Miraculously Flexible Game Prototyping Tiles.

I’ve switched to an orthographic perspective, as I’m thinking of mostly ‘small’ scenes that won’t need any perspective changes. I spent a lot of time fighting with the modelview matrix and I still haven’t figured the right sequence of transformations to get that nice 45 degree rotation about the y-axis that says ‘isometric’. At least I have a clear separation between the front and back walls of my scene (red outlines) and I’m looking at the floor (cyan solid). You might notice the character seems to get behind the far wall too soon; it’s nearly impossible to tell without more reference objects but the player is actually hovering slightly while the wall goes down all the way to the floor.

Behold:

27
Dec
11

One step at a time

I’ve finally begun seriously working on a 2.5D game engine. I’m starting out with OpenGL by setting up a perspective view and placing a few objects. I think it took me 24 hours total to get this much (over the past 2 weeks); I made a lot of silly mistakes but it’s great to get something working. Next I decide if I even need a perspective view or how I’m going to organize my sprite and scene texture information.

Here’s my amazing technical demo:

I’m writing this as a Cocoa application in Xcode 4. I haven’t added any external libraries or anything yet.

06
Nov
11

Adventure!

This is the first of hopefully many posts.




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