--- What´s new with my work? Here you can find it --- |
posted 4 Mar 2011 05:33 by Miguel Angel Quiñones
Work continues. Spent time with renaming to our new code style conventions (http://wiki.scummvm.org/index.php/Code_Formatting_Conventions).
Blitting of all supported primitives in 2d is almost done with OpenGL under windows.
Next step is double:
- Make coordinates uniform between renders (DirectX uses left-handed
coordinate system, with matrix storing row-wise, and OpenGL uses
right-handed coordinate system with matrix storing column-wise)
- Implement texture mapping correctly to blit textures using OpenGL. |
posted 21 Feb 2011 10:14 by Miguel Angel Quiñones
If you don't know, I use IndieLib for my graphics and input handling in my games. I extended a bit, improved small elements, and I collaborate with the community (but it is quite dead by now...). One of my long-goals this year, is to try to port one of my games to the iOS platform. This thing, amongst other, requires porting IndieLib to iOS (and by extension to OpenGL ES). So yes, I created a project SVN in google code where I will be submiting my changes and code to create that. Feel invited to collaborate if you want. |
posted 6 Jul 2010 02:36 by Miguel Angel Quiñones
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updated 28 Feb 2011 12:06
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I've made some advancements on rendering
primitives with OpenGL (after separating code, reorganizing, etc...) and
I must say the OpenGL port is a real possibility, and I hope will not
take too long.
My plan is to port to OpenGL 1.5 for now, that means no shader support,
but will work fine in Windows and with little work, other platforms (I
think of Linux and Mac). The OpenGL 1.5 reason is just because I want to
port to iOS, supporting GL ES 1.1, which is based in GL 1.5.
I'm not focused in 3d elements of the library right now. I will just not
work on them. I focus on the 2d part (which is 80% of the library).
After I complete that, I will go to dive into iPhone and try to port one of my (unfinished) games to the iPhone/iPad.
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posted 3 Apr 2010 10:29 by Miguel Angel Quiñones
I'm engaged in a new job. In the meantime I'm learning Objective C because I want to try the wonders of the iGaming myself!
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posted 3 Apr 2010 10:27 by Miguel Angel Quiñones
For EGP, I finally managed to upload a game, as I call it, "quite unfinished", as I didn't have too much time, and my expectations were pretty high. So, 2 levels and simple gameplay for a proof of concept prototype game. In short I'll upload source code.
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posted 3 Apr 2010 10:14 by Miguel Angel Quiñones
I made 2 games for Experimental gameplay Project themes, SurViral for March, and MonkeyMadness for January. Making prototypes for games in a short time, as authors of that website proved, is an extremely useful exercise, and I found it very interesting from a design, programming and learning exercise. My thoughts on this process are quite positive:
What went right:
- Framework: Having some codebase to start a game is quite good to make fast and quick designs be on screen in short time. It lets you try new things while playing, not while designing on paper... fast prototyping in other words.
- Stress: Yes! Stress, in a short timespan is great to force you to say "no, this not" or "hey, look, this way is faster and better", because you have to finish SOMETHING (which doesn't have to be perfect) in time. I found a lot of decisions on how to code parts of game, or changes in gameplay (to good generally), because of the time limit. It doesn't mean every game development should be stressed, but I found that the "ok, now lets add this, and then this, and who knows when I will finish" kills the focus and originality of the game generally, if you don't control it.
- Programming: I am getting better in programming for games, and generally, design decisions for the long-term in my small framework, like the message handling system, paid back in very short time. Other decisions, as hard-coding of creation process (not data) of game elements, which I knew wasn't too good idea to expand it in future, weren't good and I finally had to change them...
- Focus: I learnt that for a good game design, focus in one theme or gameplay element as central and key point is essential to the success of your process (design process), and developing. EGP projects force you to think this way, which is great, and shows you the game-making "step by step" process and reprototyping involved.
What went wrong:
- Time: You want to add "this and that", and, generally, it is not possible.
- Design focus: I have a problem here in finding the focus at the creative process in the beginnings of gameplay design. I think it is an ability which is adquired by making and designing games, not only by playing them. In other words, I have difficulties to link an idea to concrete gameplay elements. Once one or two gameplay elements are laid off, then I am fast to improve, change, and add more elements, but the first process is long and painful.
- Assets and art: I am definetively an art-oriented person... But I defend myself in case of need... using a lot of time...
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posted 25 Mar 2010 13:28 by Miguel Angel Quiñones
Progress for the game is steady but slow. I didn't have enough time yet... I don't know if I will be able to finish it by the end of month. For now, initial tests, music, programming, and a game name... SurViral (Survival of virus, to be exact...) ... I doubt anyone is interested but I keep writing as to organize my ideas and keep focus in my projects ;) I got used to select music for the game early in the process, to get "in the mood": Here is what, I think, will fit for the game loop: http://www.archive.org/details/wrath_the_heap |
posted 23 Mar 2010 04:38 by Miguel Angel Quiñones
This month I want to get a game for Experimental Gameplay Project again. The theme for March is 10 Seconds...
To work!
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posted 29 Jan 2010 06:56 by Miguel Angel Quiñones
I made this one in 8 days for Experimental Gameplay Project A short frenzy game about crazy monkeys trying to destroy your tree... Physics-based gameplay. I am quite happy with it! Check it here |
posted 14 Jan 2010 09:40 by Miguel Angel Quiñones
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updated 15 Jan 2010 01:34
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New version! The last version I plan to make for now of this game. It features some tweks for gameplay I made after some playtests with family members (kids), and a special intro and menu with credits. It is finished for now. This game is a demo of 2 levels of an idea, not too expanded but as technical and design experience for myself. Check the game site for information of the game. |
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