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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 #73 - Potion Chucking

Posted by InvisibleLf Friday December 17 2010 at 1:05PM
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News

The latest demo of SAO: Redux is version 28.3. If you are interested in trying SAO: Redux as it is being developed, feel free to stop on by the online chat and ask for the latest demo.

Changes since version 24:
-WASD can now be used to walk/crawl/fly around.
-Numpad 0 can be used to jump.
-Numpad 1 can be used to equip/unequip a potion.
-You can now punch by left-clicking.
-The stuck-drinking bug should be fixed.
-An equipped potion can be thrown by right-clicking. Hold down the right mouse button to aim.


From the Programmer
Written by Invisible

This week I added punching and potion chucking, although the latter still needs some work. I also spent some time refactoring the code.

Rather than having the state integration and rendering code in the same class, I've split them into separate classes. This is a step in the right direction for supporting multiple CPU cores, although there would likely be little if any gain with the current setup. Currently, the state would need to be locked every time it needs to be rendered. This would effectively eliminate any gains from multithreading. When I start to seriously consider supporting multiple cores, I will need to find a way of fixing this.

I have spent the past couple days researching other collision detection methods. They would (in theory) allow sloped ground. However, it's unlikely that I will use these methods in SAO: Redux, due to time constraints; I don't want to work with experimental code if I can avoid it. They will probably appear in future projects though, most notably Merki.


Artist's Easel
Drawn by GreyKnight

iScribble Sketches #31

(Click to enlarge)


(Click to enlarge)



Community Spotlight
Written by jaythemage



If you have anything you would like to say in the next community spotlight article, please post it here.


Funny Quote of the Week
From the online chat

sambi is going 2 chores
sambi: brb
InvisibleMan: Finally!
Acaceol: Lol at the three above lines
InvisibleMan: I just finished proving algebraically that physics problem
InvisibleMan: And yeah, now that I look, that wasn't the best time to shout that :|

Newsletter #72 - SAO:R has Graphics

Posted by InvisibleLf Thursday December 9 2010 at 5:49PM
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News

The latest demo of SAO: Redux is version 24. If you are interested in trying SAO: Redux as it is being developed, feel free to stop on by the online chat and ask for the latest demo.


From the Programmer
Written by Invisible

SAO: Redux now has graphics other than squares, lines, and arrows. Getting the background to scroll correctly was a bit of a challenge, but handling world space like a 3D space helped solve the issues. The homogeneous divide step was the main bit I was missing, although I did have to scrap most of my original idea (handling the background as a separate "space" did not work out at all).

In the current demo there are multiple characters: two stickmen, one pollenator, and one stinkbug. To help find problems, the user can plug into the characters the same way a client or AI would and control them. People seem to be particularly fond of flying the pollenator around the map. This way of handling characters is new for me, and I am rather excited to see how well it works out once I need to write AI.

I spent the previous couple days working on a new state system. Unfortunately, I was unable to find a cleaner way to represent states. The states which exist are too intertwined to easily separate them into only a few groups, which was my plan. I ended up using the same state system, although I have reorganized the code to make certain parts clearer. I also added a couple new states, and improved the state handling when walking. The world update code is still in need of some serious refactoring, but that will probably have to wait until there is more code to work with.

Be sure to checkout the community spotlight article for a video showing off the latest SAO: Redux demo.


Artist's Easel
Drawn by GreyKnight

iScribble Sketches #30

(Click to enlarge)


(Click to enlarge)



Community Spotlight
Written by jaythemage



If you have anything you would like to say in the next community spotlight article, please post it here.


Funny Quote of the Week
From the online chat

pifreak: this shushie is awesome
InvisibleMan: "shushie"?
pifreak: http://en.wikipedia.org/wiki/Slush_%28beverage%29
InvisibleMan: Oh, you mean a slushie?
pifreak: that's what I said
pifreak: oh xD

Newsletter #71 - SAO: Redux

Posted by InvisibleLf Thursday December 2 2010 at 8:08PM
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News

Version 1.2.5 of Stick Adventures Online has been released. In this update, the in-game chat has been replaced by the web-based chat, a help button has been added, and the ban list has been cleared.

Development has finally started again for Stick Adventures Online. The game is being recoded from the ground up. This update is being called "SAO: Redux".


From the Programmer
Written by Invisible

If you are writing a physics engine, I highly recommend reading Nonconvex Rigid Bodies with Stacking. It's easy to read for the most part, and really helped tie up some loose ends for me. I implemented the described method, except without using a contact graph and shock propagation (friction was also omitted). The resulting physics engine was far from perfect, but gave me that final bit of information I felt I was missing. I believe I now have enough experience with writing physics engines to write the simple one which SAO will use.

I'm currently in the process of recoding SAO. I have a movable camera and character working, as well as jumping and collision with one-way and solid platforms. The trick to getting one-way platforms to work correctly is to check if the character was intersecting the platform at the beginning of the timestep. If so, let him fall the rest of the way through it. If not, block movement if the character is currently intersecting the top of the platform and is moving downwards.


Currently the game is only showing what it "sees". This makes it easier to debug. I am currently adding in the background layer though, so graphics are coming soon.

If you are interested in trying SAO: Redux as it is being developed, feel free to stop on by the online chat and ask for the latest demo.


Artist's Easel
Written by GreyKnight

iScribble Sketches #29

(Click to enlarge)


(Click to enlarge)



Community Spotlight

There is no community spotlight article this week. If you have anything you would like to say in the next community spotlight article, please post it here.


Funny Quote of the Week
From the online chat

InvisibleMan: Wow, I may have set the terminal velocity a bit too high
InvisibleMan: At this rate, your character will move the world when he hits