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ZERO

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A C++/LUA bridge Class

I have made a small class for helping with reading and writing parameters between C++ and LUA and also calling LUA functions from C++. I'm sharing this little thing here.     Using the class is quite simple as shown below   LUA - part   C++ - part   I have included is a test project which looks like this in the editor   And like this when executed   Here is the LuaBridge class source LuaBrigde.h

Roland

Roland

ZERO - a bit simpler approach

I have been working a bit on getting things realistic and found that the amount of work with that is just overwhelming. Maybe its me that is to nit-picking Anyway I have decided to go for a bit more cartonish fun style and hopefully that will make the art process a bit less time-consuming.   So here is my new hero, the little friendly robot Alfred. Making animations for that guy is something that I can handle and as my daugther said, he's also quite qute   I might try to use a carton-shade

Roland

Roland

Panic Disorder

Hi... Long time since last update.   The reason is that I have been through a period of Panic Disorder. This has been something that has followed me through my whole life in periods. Its something that is really hard to handle when it comes. Angst, worries, problems with stomac, irregular hearbeats, feeling really tired, problems with sleep and the list is long. To summarize its a state where just getting up from bed is an achievement. Anyway... new medication and therapy has now started to wo

Roland

Roland

After some struggle I got my first model done

A programmer making models. Well .. it takes some time to get a grip of how to make the models enough low poly to behave well in the engine but at the same time enough convincing to look real. And then we have the UV-mapping... If my hair wasn't (the little that's left) gray already it would have turn into to some of that flavor. I'm using Blender although I have Modo, but that's just because I really want to learn Blender as my incoming stream of money has gone down dramatically after my retire

Roland

Roland

A Little C++ that sings the base-chorus

After have been testing a bit in a more 'live'-development scene I found things that needed more attention (what else .. ). These things could maybe have been done in LUA but as I'm a C++ developer since long I moved over some basics to C++ and left some in LUA. During this operation I found some I could make some further improvements. Now my Code schematics looks like this.     The most important here is the GameItem class that all other items that exist in the Scene inherits. The GameItem

Roland

Roland

Sharing my Database class (wraps Sqlite3)

Had to make something that made my database handling a bit simpler so as I'm a kind old man I though I would share it. I have attached a zip file with all you need and a working Visual Studio 2013 project including an empty database. The important part is the DB class.   DB hides the details of using SqlLite3 and SQL-syntax to handle tables.   You can define a number of table columns and then use that list of defined colums to create, delete and update a database table, without having to

Roland

Roland

Saving the Game State

One last thing I had to look over before diving into blocking out my levels was the saving and restoring of the game state. I had made this by using Leadwerks Streams but I found that it became quite clumpsy for doing the task of saving and restoring hundreds of items. Saving the Game State means that I save everyting that has been moved or tampered in any means. If you kick a small stone 2 meters it should be in the new position even after a new programstart or when respawning at the last check

Roland

Roland

Game Mechanics Done.

So finally I have base of my Game Mechanics coding done in LUA. I do stick to the plan and have in fact not needed to change much. I introduced an new class UserInterface to handle the interaction with the user but else its the same plan as I showed in a previous blog post.   Below is the new code schematics with the UserInterface added. All is now implemented and I'm ready to start blocking out the scenes and what's needed in them according to my Game Manuscript. I will continue using simple

Roland

Roland

And let there be music

Have been working a bit on some music for the Zero game and came up with this. Will use variations on this through the game as background music (not all the time). I recorded this using my Fender Telecaster, Fender Precision Bass through a Focurite external sound card into the PC recording program Tracktion. The music idea is my own.  

Roland

Roland

From C++ To LUA while implementing a plan

I never, ever in my wildest dreams thought I would do what I have been doing during the last week.   I have converted my C++ code to LUA and at the same taken advantage of the FlowGraph system. Yes! You did read correctly ... FROM C++ TO LUA!!! not the other way   So why this then. Well. Actually it started with me testing out some things in LUA before coding them in C++ and then noticed how simple things was in LUA. I hadn't made to much LUA coding before. Then I tested with rewriting one

Roland

Roland

Game Mechanics progress

Have been working quite intensely on the game mechanics since last blog post. In that one I was going for a First Person and a Third Person View which could be switched by the TAB key or automatically when going inside a building (forcing FPS view). Now my Third Person camera works so well that I found that I can achieve this by instead of switching to a FPS camera I can just move my Third Person camera to a point just in front the characters eyes. Works quite well, so that will be kind of First

Roland

Roland

"That's needed" list

Been going through my game manuscript and notes to see what I will basically need to implement to get the basics going. Below you will find a list showing that. Some actions are divided into 'outside' and 'inside'. In my last blog I shown how my camera/charcter will operate. I have an "outside" mode (which is a 3rd person camera following the character) which is used for outdoor scenes mostly and an "inside" mode which then used for indoors scenes (First person view). An action like opening a do

Roland

Roland

Small update on working with a mixed camera

Have been working with mostly coding things lately, getting LUA/C++ connection to work, animating my character and making a camera that will meet my needs. I will go for a third person view when possible, that's more or less when walking outside in nature. Then when going into a house, cave or something that makes a third person view a bit hard to handle, the program will switch to first person view automatically. The first person view is also needed for some different puzzles in the game. You c

Roland

Roland

To FPS or not?

I have been thinking quite a bit if I'm going for a FPS or 3rd Person game with this Zero thing. The manuscript is open for both alternatives and so far I haven't decided where to go on this. A 3rd Person game is in my view way cooler than a FPS game, however being cool has a cost. Getting animations that look right isn't easy not to talk about having them play in correct speed at the correct time. I made some tests but isn't quite satisfied. FPS is less work, A LOT OFF LESS WORK. As you may or

Roland

Roland

Getting rid of all those 4099 warning when compiling

If you are compiling a C++ project I'm sure you have noticed all those warning LNK4099. Here is how that looks (shortened down ) 1> Creating library C:\Users\rstra\Documents\Leadwerks\Zero\Projects\Windows\..\..\Zero.debug.lib and object C:\Users\rstra\Documents\Leadwerks\Zero\Projects\Windows\..\..\Zero.debug.exp 1>Leadwerks.lib(NewtonDynamicsVehicle.obj) : warning LNK4099: PDB 'vc120.pdb' was not found with 'Leadwerks.lib(NewtonDynamicsVehicle.obj)' or at 'C:\Users\rstra\Documents\L

Roland

Roland

Creating C++ classes for use in LUA

For this Zero project I have a need to call C++ classes from LUA. I have gone the same way as Josh has and used 'tolua++' for this. This works like this   1 - Create PKG For each class you need to export you have to write a corresponding 'pkg' file which is a version of the C++ header file suitable for the 'tolua++' program.   2 - Use 'tolua++' Then send the 'pkg' file to 'tolua++' which then will generate a source file with the LUA-export version of the class and a header file which defin

Roland

Roland

Preparing for development in Windows

In last blog entry I prepared for development in Linux/Ubuntu. Now its time to setup the tools for development in Windows. Most is the same thing except a few tools that differs.   Steam - The obvious or else I wouldn't have Leadwerks   Leadwerks - The even more obvious Leadwerks Engine. As I'm a curious man I do use the Beta branch.   3DCoat - Great for organic modeling but also a really good program for UV-mapping and Texturing   ShaderMap Pro - Used to create normal-, specular

Roland

Roland

Preparing for development in Ubuntu

Back after 3 weeks on the road and 3600 km done. Time to get started with the Zero game project from really scratch by formatting a hard-drive and installing Ubuntu 14.04 TLS which is the current version supported by Leadwerks. After having done that I continued with installation of the programs I plan to use.   Steam - The obvious or else I wouldn't have Leadwerks   Leadwerks - The even more obvious Leadwerks Engine. As I'm a curious man I do use the Beta branch.   3DCoat - Great fo

Roland

Roland

Gameplay manuscript written

After 4 days of working I got the manuscript for the whole game written. It divides the game into 11 parts, each with its own environment and difficulties. I won't go into any details here as that would give away the joy of exploring unknown areas. However I can at least give the titles of the parts   1. A field full of secrets 2. The lake house 3. A tunnel of distortion 4. The gas station 5. The Henge 6. Concrete rooms 7. The water lock 8. Bridge over troubled water 9. Labyrinth in t

Roland

Roland

ZERO - Game background.

Second attempt of making this game. Here is the background story. Probably it has grammar errors as I'm not a native English speaker. Please tell where those errors are.       I will develop this on Ubuntu Linux using mostly free tools as Blender and GIMP. I plan to use a combination of C++ and LUA. The game-style is solving puzzles to get forward finding your way to the solution. So here we go. Oh,, and if you want to know more about it all, then head over to YouTube and make a search for

Roland

Roland

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