Archive for November, 2008
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 [...]
Forcasting Delayed Updates
Tomorrow I lose two of my cleverest molars. I don’t think I’ll update this weekend, but I’ll follow up with something interesting!
BREAKING NEWS UPDATE
Turns out I will update this weekend! All I had ever heard about wisdom teeth extraction was that it was a horrible experience leaving you sore for a week. I feel great [...]
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 [...]
Week 3: Progress, However Slow, is Thingle Related
So, this past week was slower progress-wise than I expected. But I’m pleased with what I did! I got some solid school stuff (Ph.D. comes first, indie-game poseur is far more glamourous than academic poseur). I didn’t hit as much of my to to list as I hoped.
That isn’t to say I didn’t work on [...]
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.
Who made this?!
I’m clomping around in the Space Fortress code right now, and let me tell you, I have no idea who coded it.
Maybe I’m just disoriented, gazing up at the epic hulk of code to which I was so devoted.
Maybe it’s because using the SVN Eclipse integration makes it hard to skim through my classes quickly.
I [...]
Week 2 Reflection
It has been Terraflubb’s second week, and it is time to reflect. I will talk about a few issues I’ve noticed relating to the ‘Flubb which will affect its future. Then I will present you with a honking list of what I will do this week.
