NoshBar's Dumping Ground

(click the image for a larger version)

Download the source code and either add the files to a Visual Studio Win32 solution that links to SDL and Box2D, or on Linux do:
g++ main.cpp -lSDL -lBox2D


While this is by no means THE bridge builder tutorial (I intend on writing LOTS and making many pretty pictures), this shows the direction I'm going.

I'm not sure if I should start things really simple and build up, or if I should assume prior knowledge of renderers and physics engines (not that I know much about either of those anyway).
I guessed that something like this would be a good start, then the next version would add images, show how to build for every platform under the sun, that kind of thing.

If anyone is reading this and by the same miracle is actually waiting to see what I come up with, I'd love to hear what you'd like to see.

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Once again I find myself building an effigy of my sorry self with the intent of beating it with a poo-covered hindsight stick.

I move to Sweden, finally get settled in, get my first ever iPhone, launch up the AppStore in Swedish and... BAM, two bridge building games in the top charts: Fat Birds and Bridge Constructor.

On the one hand I think "Oh well, I'd probably never have finished mine anyway", on the other hand I think "I can make a better one!", and on my other radioactive hand I think "CURSED OFFSPRING OF FEMALE CANINES!".

It's about time I admit to myself that I will never make a full game, finishing is haaard.

So I figured I'd refocus my efforts and give them a new name, putting a positive spin on things.

"Tutorial" = unfinished product that people appreciate.

If I ever finish it, I will be putting up a tutorial on how to code a simple bridge building game in baby C++ (classes, no STL, blah).

With it, I may as well make an attempt to describe how I personally manage using the same code-base for Windows/Linux/OSX/iOS/Android/WebOS/BlackBerry(QNX).

The worst that can happen is I finally feel like I did something worthwhile, right?

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  • Added a car to the mix (final version will have trains, planes, and monkeys [probably])
  • Made the bridge less bouncy
  • Tested building a bridge across a gap without fixed points


  • I'm going to add a "well done, you made it" message thingy
  • Some sort of explosion for when the top and front of the car experience extreme forces.

Saw an interesting post on the Box2D forums about hanging heavy objects from light objects, and how that's probably a bad thing, so I'll have to check that the bridge doesn't end up doing that during the game.

Also came across this interesting post on the Cocos2D forums about static analysis:
the links contained within are handy for stoopid people like me.

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It might not seem like I did much, for this weeks update, but loads under the hood has changed.

  • I learnt that the size of the Box2D world has an enormous affect on the speed of the simulation, so I've simply divided by 10 to keep the world smaller.
  • As such, I've got to re-tweak the physics of the bridge elements, as the bridge is now waaay too elasticy.
  • I couldn't for the life of me figure out how to make the parallax zoom in on the middle focal point of the screen using Cocos2D's Parallax Node, so I simply implemented parallax scrolling myself.
  • I started just changing the Menu text to "Play Game", but got carried away and made a lame intro screen.

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Just minor tests this week:

  • test menu system, want to make it into a nice expanding sun, and highlight the ray that's selected
  • test pin moving and editing "widget"

The only sensible way to create bridge segments is for the user to put a finger down on the start joint, and drag to the desired position, then let go.

The only problem is, you can't possibly accurately position the pin underneath your finger.
So I figure: create it inaccurately, and drag it with the widget afterwards (which should hopefully give a clear view of the pin).

I'm also mighty jealous of Moto X Mayhem's graphics and parallax scrolling.

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