Blog updates every week, by Saturday!

Platformer Physics

Sat 06 February, 2010, 01:00:34 by Ratchet
I'll let the video speak for itself, but let me just say that I imagined the Heavy from TF2 going "POW! HAHA" when it all goes wrong.


I honestly have no idea why that's happening...
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Have Some Late Music

Tue 02 February, 2010, 01:50:55 by Ratchet
Late blog post! Bad Ratchet, bad Propellor.

Have some music from an upcoming game, which (today) moved closer to being worked on. Baby steps.

Zero G - Yes, this platformer will have some levels without gravity. Look forward to it  Grin
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C++ vs. Python

Sun 24 January, 2010, 22:42:52 by Propellor
Python is fun.

C++ is fast.

Unfortunately when you're pushing any real kind of calculations per second to get a decent frame rate speed quickly becomes necessary.

The main issue i've been running into when coding in C++ is the way that classes and struct work.

In python you can basically use classes for everything. Eve just as data types. Ok this is probably ad practice but it's fantastically neat as well. You can use constructors in order to initialise the data, subclass exsisting data types (used this to do a angle data type that had built in radian conversion functions and which automatically flipped back over to 0 when it went past 359) and add various mutator functions.

In other words its convienient.

In C++ to do anything of the sort you have to create a class that's wrapped in a struct. So you have a datatype that includes a  class.

Otherwise you'll run into serious problems when trying to change data (x = y, etc doesn't work).

BLAH.

Proper planning of classes / structures becomes far more important and far far more tedious. Especially when you get a small detail wrong and have to re-code everything. And then you run into silly requirements like structs data members not being able to be set outside of a functinnnodgndlifughdlkfguhdflih.

Python plox.

Just to give people a heads up of the stupid complexities of coding in real languages (lul.)

Also a heads up to the state of GLLife .. aka not compiling cos i'm rewriting colour code.

One day they'll make a proc that runs python native, and i will cry in happiness.
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TurnShip (again) and Games

Sun 17 January, 2010, 21:45:23 by Ratchet
You'll be glad to know that, pretty much the day after I posted last week, I got TurnShip working again! Hurrah!

The problem turned out to be because, when you join a server, a "Game" (the map with the ships) is loaded; then I put the lobby on, and told it to load another game, which was being loaded on top without maps or ships. That was a fun one to work out.

I made some general bugfixes and additional progress on it too, things like:
  • Admin commands (kick, smite)
  • A colour bug that was making P1 green instead of blue
  • Fixed text input
  • Shutting down a server doesn't close the connected games any more

There are a few bugs to go, like making sure players are fully kicked, that sort of thing, and some stuff to add, like it sending your P&R username and a scrolling text chat.

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TurnShip Update

Fri 08 January, 2010, 22:15:57 by Ratchet
We've been talking big about lots of projects recently (Life, "simulation" and "simulation arcade"...), and we have some other projects planned too (a platformer, a shooter). But, we started P&R with just the one game in mind, which was our flagship (pun intended), good old TurnShip. Why haven't we been talking about the development for it?



This would be why.

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