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IfThen Software

Development log for IfThen Software. IfThen Software is a family owned and operated indie game development company. http://www.ifthensoftware.net/

Author: InvisibleLf

Newsletter #28 - The battle continues...

Posted by InvisibleLf Thursday April 23 2009 at 6:54PM
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News

Overall progress for the Loradon 3.0 Preview has reached 71%!
www.ifthensoftware.net/loradon_online/progress/


From the Programmer
Written by Invisible

The battle to keep the moving circle out of the AABB rages on! There have not been many solutions since the last newsletter, mostly just tests. I have come to the conclusion that I cannot fix this problem without advice from someone who has done this before. Hopefully I'll be able to mention some good news in the next newsletter!


Artist's Easel
Written by GreyKnight

I finished a few columns and started texturing the roof. I don't like how the roof is turning out though, so I might redo it.

Character Creation Background
Part #2

(Click to enlarge)

Drawn with:
A sheet of 11"x14" Bristol paper
4B and HB mechanical pencils


Community Spotlight
Written by pifreak

This week in SAO turned out to be interesting because Parrudo and miotatsu are tied in levels, at 49! The new monster seems to be quite helpful in leveling and it has turned out to be fun. Another interesting thing to see is that, since InvisibleMan's laptop isn't working correctly, HAL has been down this week. It feels so odd not seeing the chat flow into the moderating chatroom, and It made me login to the game a few times to see what was going on. I met some new players who seem to think the community is nice for the most part, so keep up the friendliness :)

Although Loradon 3.0 hasn't gained much progress, I'm sure the hold up will be worth it as the collision detection system appears complicated. I have an idea of what the secret feature 4 is, and if I'm correct, then it means the game will be very unique and fun to play. I'm sure you can get a hint if you read the twitter updates enough.

Newsletter #27 - New Section: Artist's Easel

Posted by InvisibleLf Thursday April 16 2009 at 12:12PM
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News

We have added a new section titled "Artist's Easel"! This is a section done by our lead artist, showcasing what he is currently working on.

Overall progress for the Loradon 3.0 Preview has reached 69%!
www.ifthensoftware.net/loradon_online/progress/


From the Programmer
Written by Invisible

I have ran into a problem with AABB-circle collision detection (again). Because the right and bottom edges of an AABB do not enclose the entire pixel they reside in (and only reside on the very left/top edge of the pixel), a circle that is partially inside of the pixel will not be pushed back like it should be. The problem is demonstrated in the following image:

(Click to enlarge)


Thanks to Webby and the rest of the people that discussed the problem with me in the #gamedev IRC channel on AfterNet, I think I have a solution. Extend the circle's movement vector by 1 pixel, which should register a collision even if the circle does not come into contact with the "real" edge of the AABB. However, it's not quite as easy as it sounds since the circle is now able to move inside of an AABB at certain positions. Hopefully this issue won't be too troublesome to fix.

As you can probably guess from the problems I described earlier, there is no dev demo report in this issue. Sorry about that. Unfortunately, the way things are going now, I wouldn't expect a dev demo report for about 2 weeks.


Artist's Easel
Written by GreyKnight

This will be the background of the character creation screen. In each newsletter issue, I will post an updated version of it. Hopefully this will be interesting!

(Click to enlarge)

Drawn with:
A sheet of 11"x14" Bristol paper
4B and HB mechanical pencils


Community Spotlight
Written by pifreak

April fools was interesting. The forums and IRC had normal words added to the swearing filter, but rather than blocked, they were changed to a funny word. This post would have looked something like: "Foot'm bouncingball yay! Foot'm SAO moderator pie eater, when the rubber forum is a jacked-up yay! :O?yay!"

As for the community this week, CraterZ has sadly left. It is depressing to see such a great member who has defended the alpha-staged game from noob-comments as a better game is promised in the future. Sadly SAO has not gone very far although it could have become great by now. One of the top few clans on the SAO forums, the "Bandits", is now controlled by Eeevil. I wish him good luck so our community doesn't fall apart more than it already is :(

Hopefully "Loradon 3.0" will be good, and I hope it is worth the wait and lack of updates for Stick Adventures Online. The percentage is going slowly up, and it is getting really hard to wait. I think we all want it to come soon.

Newsletter #26 - AABBs, circles and rays oh my!

Posted by InvisibleLf Wednesday April 8 2009 at 10:26AM
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News

Overall progress for the Loradon 3.0 Preview has reached 66%!
www.ifthensoftware.net/loradon_online/progress/


From the Programmer
Written by Invisible

I'm finally able to put that collision detection knowledge to good use. However, circle-AABB collision resolving is not quite as easy as you might first think. I originally tried pushing the circle back along it's vector by the distance it penetrated the AABB, and this worked fine if the circle was moving straight at the AABB. However, it completely broke if the circle moved towards a corner of the AABB. After discussing things over in the #gamedev IRC channel on AfterNet, I have a solution. A ray from the center of the circle at it's old position to it's new position is checked for intersection against an AABB expanded around the old AABB by the circle's radius. If the intersection point lies in a face region, that is the point of collision. However, if the intersection point lies in a vertex region, the ray is checked against a circle of the same radius as the moving one centered at the vertex. The intersection point is the point of collision.

If progress continues like it has been, there will be a dev demo report in next week's newsletter. Be sure to tune in!


Community Spotlight
Written by pifreak

The art contest I posted on the SAO forums seemed to go fairly well. The poll is here http://www.ifthensoftware.net/forums/index.php?showtopic=1353 and it seems DreadWeaver has won the contest! We only got 16 votes, but I suppose everyone watching it has posted, so I say it can be done.

In game, SAO has been pretty fun. During the daytime (for United States) the game has been pretty active. The average I see is about 2-5 on at a time, rarely I see nobody online. In the night-time (for United States) there might be a few Brazilian players on, and early in the morning I rarely see any players on. It is amazing to see how many people may be active at a time, and how high people are getting in levels, i.e. Miotatsu at 49, more than enough to cause a glitch which displays your experience points wrong! This game is still fun to play, and we can't wait for updates to come. Good thing this Itsy Bitsy is around to give us something to do.

As for Loradon 3.0, The progress page has been going up at a fair rate, about 1% each day. I like seeing twitter updates and the progress page going up, so if you aren't watching them, you should :)

Newsletter #25 - Z-Buffer

Posted by InvisibleLf Thursday April 2 2009 at 11:18AM
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News

Overall progress for the Loradon 3.0 Preview has reached 63%!
www.ifthensoftware.net/loradon_online/progress/


From the Programmer
Written by Invisible

I have been converting the code to use a z-buffer rather than manual sorting. This has been interesting so far, and not quite as easy as I was hoping. For anyone that wishes to use the z-buffer; Do not forget to enable alpha testing! Alpha testing makes it so that the z-buffer does not count the color-key as a valid pixel. If you don't do this, you will end up with gaps where you should be able to see through to the scenery but can't.


Community Spotlight

Sorry, there's no community spotlight article this week.