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Journal begins
Developer: Dana Date: Oct 06, 2003 @ 2:52PM I got this journal system going today, and I started work on Battle Tic Tac Toe from scratch last night. So far I've got nice coloured mouse cursors, and uh, yeah, that's about it. Note to self: extern is used in each additional unit that needs access to a global variable. :) Developer: Louis Date: Oct 06, 2003 @ 5:46PM Hi, my name is Louis Vottero. I'm a waste of cyberspace. Anyway, I am he who made the majority of sprites and animations for the Battle Tic Tac Toe Game. I'm not just some freak who happened to find this site and write in the Journaly entry part. Really. Seriously! Developer: Dana Date: Oct 07, 2003 @ 1:38AM I've gotten sprite animation working, thanks to a bit of math and SDL help from my buddy Joe. That was easier than I thought it would be, and this means that the game should come along faster than I thought it would, assuming I don't get real lazy like usual, and stop working on it. :) Developer: Dana Date: Oct 07, 2003 @ 12:41PM I can now successfully travel between the splash screen/menu and the main game. I need to implement button/key locks, as well as menu items, but after that, it should be relatively smooth sailing. Developer: Dana Date: Oct 08, 2003 @ 2:31AM Got the locks for the mouse buttons working. Also, I have a loading screen between the main menu and the game now. If Louis sends me the right game image, I can start work on figuring out the click regions and things like that. Developer: Dana Date: Oct 09, 2003 @ 5:59AM Well, I got the main menu working properly now, so you can choose between one or two player games, quit the game, or view the credits. The actual credit screen isn't done yet, but will be shortly. I am happy with the graphics work that I did for this, even though it isn't that fancy. The mouseovers are nice. :) This game is coming along much quicker than Battle Pong did. Maybe I remembered a bit about coding between then and now. Or something. Anyhow, the next thing I will do is work on the credits screen, while I wait for Louis to send me the fixed version of the main background. Just got to thinking, it'd be neat if we had multiple "arenas," if you will. I guess that will have to appear in Battle Tic Tac Toe Two... Developer: Dana Date: Oct 10, 2003 @ 4:03AM Okay, got the credits screen working, even thought the actual credits aren't completed yet, but that's okay. Decided that Louis can't re-render the game board, so I'll make due with what I have. Also, the O character sprites are too large, so the thing is sitting RIGHT on the edge of the game board... Looks sorta silly, but it'll have to do, since I don't think Louis is going to redo them either... Still trying to decide if the game will be commercial or not. If we can sell over 17 copies of the game, it'll be worth it. If not, then no, it won't be worth it... Decisions, desicions! Developer: Dana Date: Oct 10, 2003 @ 5:49AM Okay, now, after much mucking about and forgetting stuff, I got all the circles on the board to light up when you put your mouse cursor over them. That was more annoying than it was worth, I think. Oh well, from now on, I stick to the plan. And I should go to sleep. Developer: Dana Date: Oct 11, 2003 @ 3:22AM I now have the animation switching for sprites working. It's great. I can even switch to a non-looping animation, and then have it seamlessly switch back to the standard looping animation after it plays once. I could probably implement set loops, but I don't need to or want to right now. Anyhow, this game is now at the same spot as the old Delphi version was at, except for the actual game logic and AI, which I have decided will be dropped in later on, once the entire graphical engine is working properly. I did in 6 days what took me about 3 weeks to do in Delphi and DelphiX. I'm impressing myself. C++ and SDL really rock. Next up will be implementing the board markers, first the stationary ones, and then later, the moving ones. Fun. Developer: Dana Date: Oct 11, 2003 @ 8:05AM Okay, I got the sprite engine more polished up... I can now hide sprites, and the draw() routine will automatically take care of it if it's hidden. Also, working on getting CPU usage down. With 11 sprites on the screen, it was at about 35% or so, with my memory usage at about 12%. Considering that the only sprites that were loaded were the balls and the main characters, I think we might have a bit of a problem with memory and CPU usage... We shall see. Time to get ready for work... I will pay for my programming dearly today. :( Developer: Dana Date: Oct 12, 2003 @ 1:13PM Okay, I've got ALL of the sprites loading into memory. I don't know yet how much memory it will take when it's running, but I imagine quite a lot... We're talking like 64MB to 128MB. Horrible. Anyhow, I have all of the plant sprites rendering seemingly in the correct places (check the main site for ingameshot-2!), and I had to work a bit on the Sprite class, which needed to allow for reinitialization because if you left the game and then went back in, it would toggle visibility without actually resetting it. Meh. Also, keyboard support for cursor movement has been added too. Anyhow, still working on it, perhaps another progress report later. Developer: Dana Date: Oct 13, 2003 @ 5:32AM I didn't do very much work on the game today, but I thought that I should make mention that I have to drop about 60% of the sprites that Louis rendered... The game is taking about 192MB of RAM when in-game - WAY too much for a tic tac toe game... And so, the plant sprites will look repetitious, but uh, I have no choice. It'll be bad enough at 99MB required. Argh. Okay, so progress on the game: um... I'm stuck with moving a sprite from point A to point B. I'll figure it out. But not today. I need to go to bed now. I work in five and a half hours. :( Developer: Dana Date: Oct 14, 2003 @ 1:29PM We got new hosting today! And we got our actual domain name last night! Woo! Thank you, Erik! Now, I'm still working on re-learning Trig, so that I can move a sprite from point A to point B. I've got movement on angles working, but calculating the angles is what I'm figuring out now... It's going to be some time before our next update, I'm sure... Developer: Dana Date: Oct 17, 2003 @ 6:39PM Got a new job today!!! Details later! Developer: Dana Date: Nov 28, 2003 @ 1:05AM We have added a new developer to our team. Please welcome Rick to Scapegoat Software! Developer: Dana Date: Nov 28, 2003 @ 1:08AM I just realized that I never posted details about my new job, as I said I would. Well, I'm a HelpDesk Technician now. It's pretty cool, better than being a telemarketer for sure, and my co-workers are great. That's enough for now. Developer: Rick Date: Nov 28, 2003 @ 1:42AM Hi to all! I am the newest addition to Scapegoat. I am currently living in Korea and will be moving back to the US soon. Me project is a GoStop game. It is a traditional game of Korea that I have fallen in love with since living here. I hope to meet the other members of the Scapegoat team. You can contact me on MSN Messenger: r_wohlschlag@hotmail.com Developer: Rick Date: Nov 28, 2003 @ 7:26PM Good morning everyone! I have cleaned up my cardset graphics and converted the sound files to .ogg ( smaller =) ). The cardset is almost finished. I have yet to write any code.... kDevelop freaked on me last night... Developer: Rick Date: Dec 09, 2003 @ 10:30PM Using Anjuta for developing now. Finished main window screen shot is up! Now to make the menu do something other than light up... Developer: Rick Date: Dec 11, 2003 @ 12:22AM Have come upon a minor roadblock, it seems... Developer: Rick Date: Dec 13, 2003 @ 8:02PM Roadblock has been cleared... Sort of... Developer: Dana Date: Dec 14, 2003 @ 3:42AM So today I was going through some old stuff of mine, clearing out space when I stumbled upon some old backups of BattleTTT code, as well as my old Backstreet Boys Suck series of games... I haven't gotten these two titles to run on any Windows systems for over three years, and so I decided, hey, what the heck, I'll try them out in DOSBox (a DOS emulator for Linux). Lo and behold, they run!!! These two titles will be re-added to the main page due to this discovery. Screenshots can be requested, just email me. :) Developer: Rick Date: Dec 14, 2003 @ 7:17AM last 2 of the menu options are functioning. Now for the monster! currently creating the graphics for the gameboard and reworking the cardset. I plan on using the SDL card library called Drac. Developer: Rick Date: Dec 24, 2003 @ 1:46AM SUCCESS: added the Drac card library to the project. I could not do that before. The Drac library files are Windows oriented, so #include headers need to be changed (because of Linux case sensitivity). Now, on with the show! Developer: Rick Date: Dec 26, 2003 @ 2:08AM I am now working on two versions of Gostop - One with the Drac library, and one without. I think it might be easier to not use it. Developer: Rick Date: Dec 26, 2003 @ 6:34PM Working on the project sans Drac now. I set up a 2 dimentional array to hold the cards in the deck - 1 dimention for suit and 1 for value. Time will tell if it actually works or not. Developer: Louis Date: Dec 28, 2003 @ 4:38PM well Christmas is going good. Just laying back and relaxing. Once and a while I've been testing stuff in Maya. Seeing how far I can take things. My goal is to make a realistic looking character approaching the like of Gollum. Obviously I won't be able to do that good, but I'd like to appoach it, by the end of next year. Developer: Dana Date: Dec 29, 2003 @ 12:59PM Well, so I finally updated the site. I'm going to probably work on integrating the journal system into the new layout, and I may work on converting it to MySQL as well. But in the meantime, I gotta go to work and I want to try figuring out diagonal sprite movement too... Developer: Rick Date: Jan 03, 2004 @ 8:18PM Cody STumpo has given me permission to use his rules page at http://csua.berkeley.edu/~cody/godori for the game's help section - Thanx Cody! Developer: Rick Date: Jan 07, 2004 @ 1:29AM Added a "Help" option to the main menu. Doing the help screens now. A breif history of the game and info on scoring. Developer: Rick Date: Jan 08, 2004 @ 8:45AM Finished the "Help" screens today - all six of them! Now to link them so they can be navigated from one to the next. Developer: Rick Date: Jan 09, 2004 @ 12:21AM "Help" menu option is now fully operational and the help screens are navigatable - thanx to Dana's help. Developer: Rick Date: Jan 10, 2004 @ 10:19PM I am totally rewriting the help section. You may not see another entry in this journal for a while, as I am currently in the process of moving back to the US. I will leave Korea on the 28th. Developer: Rick Date: Jan 18, 2004 @ 6:48PM Greatings to all. Having a great vacation here in Tokyo. Will be home in the US soon. I will be resuming development on Gostop after building a new system. Developer: Rick Date: Feb 13, 2004 @ 9:33AM I am now back in the good 'ol US of A from 2 and a half years in Korea. Development on Gostop will resume shortly =) Developer: Dana Date: Feb 22, 2004 @ 6:21AM I've been meaning to start up work on my project again, but I haven't had the time. I've been writing for XboxAddict.com, spending time with my wife, and playing my newish electronic drums... I swear it, I will actually look at moving a sprite from point A to point B by the end of this year. And with any luck, I will have it working in my code too. In other news, I upgraded to Linux 2.6.3 finally, and I'm quite impressed at the speed and responsiveness over my previous kernel (2.4.22-preempt). Keep this up, and Linux is gonna be shaking the world soon. Developer: Rick Date: Apr 07, 2004 @ 12:15PM Develepment on Gostop has come to a temporary halt, as I am currently busy looking for a job. Developer: Dana Date: Apr 16, 2004 @ 5:19AM Well, today I compiled my very first ROM for my GameBoy Advance! It's basically an etch-a-sketch (an idea I stole from GreenGianT), but it's pretty dang sweet. I'll add a small page to the main site shortly for all my GBA progress. I'm considering working on Battle TTT for GBA instead of continuing on the Windows/Linux versions. Actually, I haven't touched the code for many months now, as I frequently give up on things if I hit a small snag. It will take a while for me to take it back up again. And that's not good, because when I do, I won't understand my code anymore, and I'll have to start over. Heh. Developer: Dana Date: May 20, 2004 @ 10:38PM I have begun working on Battle Tic Tac Toe again, now that I have a laptop and can program in front of the television, at work on my breaks, and so forth. I hope this burst lasts longer than my previous ones, and that I can conquer my one issue that I have blocking my victory run to completion... MOVING SPRITES FROM POINT A TO POINT B IN A STRAIGHT LINE! Currently I'm focusing on lessening the memory footprint. Just need to track down this crashing that's happening... Developer: Dana Date: May 22, 2004 @ 2:16AM I can't believe it! I've got sprite movement working! Well, not quite. But close. The movement simply needs to be tweaked a bit, and then it's ready. I somehow stumbled upon the math that I needed to know on Google, in a PDF file. Imagine that. It has nothing to do with the Pythagorean theorem either. Anyhow, I'm inspired again, so I think that I should have some decent updates forthcoming. Of course, now that I've said that... Developer: Dana Date: May 24, 2004 @ 2:48AM Because of the limitations of my own sprite engine, I will be flipping the sides that the sprites are on. Now, the Green Guy will be on the left, and Mr. Roboto will be on the right. Not a major change or anything, but I guess it's noteworthy. I should have done more work on this game this weekend, but I pretty much just slept because I've been burned out from working nights two weeks in a row, as well as being on call for those two weeks. If only I could win the lottery, or someone win it for me... That'd be sweet. I'd quit and just do programming all day. Or something. Developer: Dana Date: Jun 22, 2004 @ 10:48AM So here I am, nearly a month later, and I'm still not any further. I will try and get cracking on this stuff soon. I want to see the game finished, but time is just not so abundant, especially when I have to work a different shift every week - sometimes multiple shifts in a week. I need to catch up on my sleep. This leaves very little time for programming. Developer: Dana Date: Dec 21, 2004 @ 10:50PM So, it seems that I will be working with the main Hydrogen coder on a new tool for musicians who use Linux and want to edit patches for the Line 6 POD 2.0 amp simulator. This is the new project. I'll add details to the site later on once work is underway and we have a home for the project. Developer: Dana Date: Sep 12, 2005 @ 3:18AM Well, I'm not dead. But I lost all my code, and I'll have to go through some backups to find what I can. Battle Tic Tac Toe may be on hold indefinitely. We have released a couple small utilities on SourceForge, and we should be adding them to the main site in the future... I just haven't had time. Developer: Dana Date: Apr 09, 2006 @ 6:10AM Aaron is back, and we're working on a new secret project. We'll put some details here, but nothing that will spoil the release. I have documented cross-compiling SDL applications and games for Windows on a Linux system here: http://icculus.org/~dolson/sdl/ Enjoy! Developer: Rick Date: Jun 05, 2006 @ 4:08PM test Developer: Rick Date: Jun 06, 2006 @ 7:27AM Work on Gostop has resumed after almost two years. The code is being totaly rewritten. Developer: Rick Date: Jun 14, 2006 @ 2:33PM My rebuilt version is coming along nicely. I am already at the same point I was with the C++/SDL version. The new version is python/SDL using the pygame engine. NICE! Developer: Rick Date: Jun 18, 2006 @ 8:37AM Have been Gimping the main game board. It looks a lot better, but I am not 100% satisfied with the results... Might ask Louis for some help. Journal ends |