Posts Tagged ‘game’
Wednesday, June 24th, 2009
i’m going to “learn” C++ and use Allegro to handle the media; that’ll probably come as something of a surprise to a few people who know me because i’ve tried learning C++ a couple of times previously with absolutely no luck. The trick, for me at least, seems to be totally ignoring any reference books or tutorials because within a day of installing CodeBlocks and fiddling around to get it working with Allegro i’ve got working code out of it!
i could probably cobble a very simple game together by this evening as long as i didn’t use objects and linked lists but i don’t want to subject people to my coding “experiments” quite that much, so i’m going to look into linked lists within C++ (before giving up and using arrays no doubt) and am sticking with the arena shooting theme for the project as a whole. There’s no name for it yet, but that’ll come sooner or later.
Tags: Allegro, C++, game, programming, shmup, shoot ‘em up, STG
Posted in Development, Project 3 | No Comments »
Monday, June 22nd, 2009
The “concept” for the as yet unchristened Project 3 revolves around my never having written an arena shooter; since it’s almost a rite of passage for every indie developer these days i’d better get one done before they revoke my union card or something!
What, you want more detail? Give me a chance, i haven’t even settled on a language to write it with yet!
Tags: game, programming, shmup, shoot ‘em up, STG
Posted in Development, Project 3 | No Comments »
Sunday, June 7th, 2009
Woohoo, not only has Emperor Fossil scored nearly fifteen million (reaching level 9) on Quantizer but we’ve cleared the hundred uploaded highscores milestone and are nearly at the hundred and fifty mark! Okay, so that doesn’t sound like a massive number but this is a relatively simple game and i removed the default highscores from the table a few days ago too.
i haven’t had time recently to consider the next project (or even which language or development environment it’ll be in) though… work deadlines have been arriving like buses!
Tags: BASIC, BlitzMax, game, programming, quantizer, shmup, shoot ‘em up, STG
Posted in Development, Project 2.5 | No Comments »
Saturday, May 30th, 2009
It took a little more work than expected, but Quantizer is complete and released! Version 1.00 is available for download, the online highscores have been reset and there’s a page for it on the website now… all in all, a busy evening for me.
i’d like to thank the Oldschool Gaming bunnies and in particular Fossil and Andy for giving more feedback than i’m actually used to getting, as well as James at RGCD, Leon, Matty and the other test pilots who went above and beyond the call of duty whilst attempting to break my code!
Tags: BASIC, BlitzMax, game, programming, quantizer, shmup, shoot ‘em up, STG
Posted in Development, Project 2.5 | No Comments »
Thursday, May 28th, 2009
Yes indeedy, after a little play testing, bug repair work and a little tidying up on the presentation front i reckon that Quantizer is actually ready for release…! The “official” date is going to be this coming Saturday, at which point it’ll be available to download and the highscore table will be reset to defaults because a few of the playtesters have thoroughly abused that chain break bug to crank their scores up!
Tags: BASIC, BlitzMax, game, programming, shmup, shoot ‘em up, STG
Posted in Development, Project 2.5 | No Comments »