Archive for the ‘Projects’ Category
Hapax legomena
When I can’t sleep, and don’t code, I go on these Wikipedia safaris. Today something awesome happened and I learned about hapax legomena. I totally have one and you’re staring at it.
Space Fortress wise, I have been getting some boring-to-discuss sloggage into a sprite system done. I now have:
An entity system (to be discussed later) [...]
MVC Obsession Woes: Part One
Due to a wee bit of trouble falling asleep, I started hacking in some better ‘entity’ stuff into Space Fortress. I ran into some issues which resulted in me not finishing what I had hoped for tonight. I find blogging helps make my brain work. This post explains my tragic obsession with MVC, an architectural [...]
Space Fortress: Showcase!
Things are now at the point and the GUI stuff seems squared away. It’s not finished or anything, but it’s ready for future expansion. Lots of the older code has been gutted out, it is becoming more manageable.
There was also a great big overhaul of the scene drawing code. Right now there are two drawing [...]
Space Fortress: A lot of work
So, the UI is coming along wonderfully now. I’m just realizing that the game below it is incredibly convoluted for what I want it to now become. Thanks to the glory of source-control, I might just spin off a new hunk of it without all the odd legacy stuff. I think I need to get [...]
Space Fortress: Input Revamp
Now that I’m using a GUI like Thingle (a conclusive tutorial is coming, but at the moment it would be the blind leading the blind), I’m wresting with a few issues dealing with which widgets are going to consume mouse and keyboard events. In my current implementation, if you (say) highlight some text in a [...]
New Feature: Feature-creep Bucket
As I come up with a creep, I stick it into a file, and it gets chewed up and plopped online to my feature bucket! I had no idea how much I had forgotten about Python! This one’s just for Space Fortress right now.
Feature Bucket
If you are ever lucky enough to find a feature in [...]
Space Fortress: Meat and Potatoes
Okay! So it’s time to shake off the dust and start working on Space Fortress’s core design components. There are some things that are good already, others that need to be scrapped and redone almost completely. Luckily, I’m pleased with how I built the non-changing parts so they’ll survive.
In this little blog I will discuss [...]
Space Fortress Redesign
I tried to write up some kind of design document for Space Fortress when I started because I felt like I had too many features I wanted to get off my mind before they started creeping into the code prematurely. The result is kind a of weird looking brain dump. I dumped out my original [...]
Space Fortress: Dynamic Advisor?
I have been thinking about how to make Space Fortress more approachable. I hope for it to have a rich variety of possible interactions. The universe should have a whole range of fictional technology, and they should all get along just fine and should be usable by the player.
The more tools you have, the more [...]
Getting Thingle into Space Fortress
There a few things you need to understand before getting your thingle-on. Things 2 minutes of directed reading would learn you.
Thingle is Thinlet wrapped up for Slick
Thinlet is a very lightweight GUI system
Thinlet UIs are described in XUL (or some subset or cousin of whatever Mozilla used)
After the jump, I’ll share what I found out.
