NoshBar's Dumping Ground




This new version of Drumpster has been "ready" for ages now, I didn't want to release it because it simply isn't good enough.
(the "MIDI Playback" button doesn't do anything unless you enable it in the configuration file first, there aren't proper icons for most binaries, I haven't tested it properly on all the platforms (32-bit or 64-bit OSX build... how should I know!?), the lyrics don't always load correctly...)
However, when compared to v0.1, this has several major fixes and enhancements that make it worthwhile.

I also have a sneaking suspicion that I am going to have to rewrite the whole MIDI loading to notes on a timeline process. I currently load notes and convert them to their absolute time in milliseconds, mostly because I'm a dunce and I have no idea what I'm doing.
What I've noticed is that this conversion process isn't ideal as a song with a slow tempo will throw the notes towards you at the same pace as a fast tempo song... meaning that the notes will either be scrunched up together or very far apart, making it difficult to read sometimes.
So now I will have to store the notes and their tempo and change the rate of note flow accordingly.

Major fixes


  • MIDI loader is more stable and maps things more correctly now.
  • The splash-screen now works, a side-affect of the OpenGL code being slightly less beaten by the crazy-dog stick.
  • The OBJ loader is a bazillion times faster now, and is less against actually loading OBJ files.


Enhancements


  • Android build - I've tested it on a single device, all I own, if you have any tales of woe/joy, I'd love to hear about them at my Hotmail address, noshbar@, or
  • BlackBerry PlayBook build
  • The WebOS build has a funky feature where you can drag the timeline/fretboard back and forwards through time with your finger.
  • Lyrics are now loaded from the MIDI file and displayed during gameplay.
  • You can enable buggy MIDI audio playback by adding the following line to the drumpster.cfg file:
    [sound]
    midi_backtrack=true



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(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


Progress



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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DeathBot knew that -somewhere over the rainbow- was a human that
would fill its heart with fleshy fuel.
(click the image for a larger version)
Modelled in Sketchup
Rendered in Blender


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Sat in a colleagues office using her phone to listen to all the money
involved in me being alive and my seemingly-more-important death...
My mind drifted into the children's colouring in book on her desk,
and when I hung up, this had appeared.
(click the image for a larger version)


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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.
Hopefully.

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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