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16th December 2017
After a good number of days working on this, I've finally got it up to a mostly functional state! For now, you navigate the controller using "default" buttons, so hopefully that works well enough to allow for that. I've still not started work on the thumbsticks, yet, but the code does at least allow for analogue controls, so it shouldn't be too hard to add. *sigh* Such a struggle to get to this point.
Views 100, Upvotes 23  
2018 Framework
16th December 2017
The new control system is coming together nicely, but the redefine functions are a bit messy, right now.
Views 82, Upvotes 19  
Daily Blog , 2018 Framework
12th December 2017
It's taken quite a while to get up to this point, but I now have the engine half-doing a "Which button is pressed" function. I can push a keyboard button, or tap a button on a connected controller, and the engine says "This button!" There's a slight issue, whereby if a button is held, it takes control. For example, if you're playing on the keyboard, but your gamepad's lying on the floor, and the thumbstick is prodded to the side, then no matter what button you try to hit, it always says...
Views 87, Upvotes 19  
2018 Framework
12th December 2017
I started the rewrite of the controller code, last night. Digging deep, I realised I could probably reuse quite a lot of the old code, since the engine already grabs Joystick data each frame, as well as using a bunch of good-old fashioned numbers to do a lot of the legwork.
Views 84, Upvotes 21  
Daily Blog , 2018 Framework
8th December 2017
The framework isn't quite running properly on MacOS, so today will probably be spent trying to get that going. For some reason, since the recent MacOS Security Update, I don't seem to be able to Remote-Desktop into the Mac via the WinLaptop. Hopefully it's just some weird thing, requiring a reset or something, and not a hole that's been closed, making it unusable.. Hmm.. :\
Views 110, Upvotes 26  
Daily Blog , 2018 Framework
5th December 2017
Logging into the Mac, I copied the AGameAWeek Framework folders over, and tried to run a lengthy scrambled mass of "Terminal" (stop calling it Command Prompt, Jay!) commands in order to get it compiling. After about an hour or so of tweaking the command, I got the thing outputting GLFW errors, which is an improvement from what I started with!
Views 140, Upvotes 46  
Daily Blog , 2018 Framework
4th December 2017
It's definitely picking up the controller..
Views 157, Upvotes 31  
Daily Blog , 2018 Framework
#584 - 27th November 2017
Views 53, Upvotes 9  
20th November 2017
As I dig my heels into the true Framework part of the Framework, there's still loads of bits and pieces to tackle on the ground floor.
Views 85, Upvotes 14  
Daily Blog
15th November 2017
Yesterday was full of tweaks. As I posted here, the Todo list is looking fairly complete, but this is still only the background engine for the new C++ framework.
Views 94, Upvotes 18  
Daily Blog , 2018 Framework
14th November 2017
I posted Benchmark 2 over on Socoder, yesterday. You can Download the Benchmark here.
Views 126, Upvotes 22  
Daily Blog , 2018 Framework
12th November 2017
I probably shouldn't, yet, but I feel that things are at a decent enough point that I can make a start on things. I still have oodles of things to add to the Engine, like proper load/save functions, and doing online URL requests for the online leaderboards. And, of course, I've still not got the new engine running on iOS, yet. That definitely needs doing!
Views 68, Upvotes 21  
Daily Blog
11th November 2017

Developments

The Benchmark thing from the other day starts running well on the Linux setup, but seems to crash after about 2 minutes..
Views 87, Upvotes 22  
Daily Blog , 2018 Framework
7th November 2017
I tried to figure out MOD playing, last night, but that didn't go very well at all! Today, I'll probably focus on OGG playback, instead.
Views 83, Upvotes 21  
Daily Blog , 2018 Framework
2nd November 2017
First step, trying to get OpenAL to compile.
Views 140, Upvotes 29  
2018 Framework
31st October 2017
Today's tweaks have been numerous and varied, although mostly concentrating on controller based stuff. As in the Monkey framework, F1 toggles Debug Mode (the framerate on the bottom), and F11 now toggles Fullscreen mode. Clicking on the screen draws a rock, which looks like a sponge. I've not begun doing Multitouch, yet. If you've a gamepad at hand, be sure to plug it in and then push various face buttons to do something. Let me know if ANYTHING works!! I'll be posting a more com...
Views 309, Upvotes 25  
2018 Framework
31st October 2017

Developments

I've already added a few "Power" features to the framework, even at this early stage.
Views 122, Upvotes 17  
Daily Blog , 2018 Framework
30th October 2017
Yesterday's framework test seems to have gotten negative reviews, with a common .dll issue cropping up along the way. I've uploaded a quick fix, this morning, so if you'd like to give it a whirl, be sure to let me know how well it works.
Views 96, Upvotes 23  
Daily Blog , 2018 Framework
29th October 2017
Spent most of this morning rewriting bits of the basic Image Loader, to work with Spritesheets instead of individual sprites, and then additionally to fix the filename stuff. A few basic errors have also been implemented. I'm near enough ready, now, to start working out the Threading stuff, but for the sake of testing, here's the latest download. Starting to get slightly larger, now, since it also includes 2 images, but otherwise everything's at a more or less maintainable size. .. I thi...
Views 40, Upvotes 8  
Daily Blog
27th October 2017

Developments

After spending hours, yesterday, trying to get Emscripten's OpenGL GLES 3 to draw a single triangle, I'm starting to wonder if it even actually works..
Views 57, Upvotes 10  
Daily Blog
25th October 2017

Developments

Last night I did a lot of work on the basic "Draw Rectangle" stuff. The game script calls the Core script, which stores the draw command into a buffer, then later the System script is the one that actually draws the requested things onto the screen.
Views 99, Upvotes 24  
Daily Blog , 2018 Framework
21st October 2017

Developments

Things are looking great for this week's game. The balance is now just-right, and I'm getting more or less similar scores on each play-through, which is usually my sign that I've done a decent job at making the thing play at the same level each time.
Views 151, Upvotes 24  
Daily Blog , 2018 Framework
9th October 2017
Each week, players send in their thoughts for that week's game. Or, at least, RSKGames does! If you want to submit your own thoughts, stick 'em in the comments, or email them in. This week's game is Sheep Goes Right

RSKGames

Overview: A totally different AGAW game in terms of art style and music but with the familiar mix of twist to the gameplay mechanics and attention to detail. A pleasant surprise is that the game is not endless, it has finite levels and ends with ''...
Views 266, Upvotes 51  
Player Thoughts
#521 - 25th September 2017
Views 44, Upvotes 9  
22nd September 2017
Also available on SoundCloud

Developments

Quite a large chunk of gamedev done, yesterday, but worryingly nothing much to show for it!
Views 103, Upvotes 9  
Daily Blog
20th September 2017
Although I've had it on my iPhone for a few months, I hadn't yet seen what it does to iPad.
Views 145, Upvotes 19  
Daily Blog , Ios Dev
#507 - 11th September 2017
Views 48, Upvotes 11  
Poetry Corner
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