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Showing posts from 2011

New Concept art: Jack

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Possible future 2D sneeky platformer for Android or PSP?  After thesis...?    Looks ominous, but actually going for a humorous game... I decided I should start making some fun basic concept sketches for fun when I have ideas.  Eh...

Deviant Art Page

Ok, somewhat off topic, but I made a Deviant Art page recently:  http://razzlegames.deviantart.com/   I have to say, this site is pretty nice, and the community is awesome!

TimeCube 2.0 Beta Release!

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Above pic: From Version 1.0, included since I cannot get a good photo from emulator of game play Why? Cause every old man needs freaking laser eyes This is my first full game. I have designed all the graphics, composed all the music (LMMS), written the image parsing, etc, while using just the GU and building my own engine from the ground up. Due to this, I may not have as many crazy features as if I used a pre-built engine I had released TimeCube just previous to learning about the competition, so I used this as an excuse to add quite a few features: Additions in this version Adhoc Multi-player Particle Engine (yes blocks spark and create fun effects!) A new Font engine Old man effects Ominous Voice samples New menu Graphics New paused Graphics New Backgrounds New Goofy Gene Ray quotes  The single player is fun... but the MultiPlayer is where it's at! The Multiplayer addition was obviously the most challenging addition... I think you will also find it is the most

TimeCube the Game Multiplayer is almost here...

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Working out the kinks and adding Adoc Multiplayer.  Should be all set for the 2011 PSP Genesis Competition . Will be very competitive, similar to Bust-A-Move. Adding new Backgrounds More fun Sounds and effects

Improved Makefile For PSP C/C++ Game Programming

This Makefile improves on the one included in the default PSPSDK from ps2dev.org (which always seems to be down by the way?). Improvements: Changes in header files cause recompilation of source files (if needed). You may not realize this, but unless you have a Makefile dependency on each header file that your C/C++ file includes, when that header file changes (and it will, if you wrote it), you will need to clean your project and recompile. This Makefile avoids all that mess by managing it for you with mini Makefiles called dependency files (.d) Easy addition of icons to your eboot . With ICON0.PNG and title screen backdrop for menu with PIC1.PNG etc (uncomment and change the names of ICON or PIC to your image if you want to use it). Addition of PSPSDK tags for vim and your project With "make sdk_ctags" to build the PSPSDK tags file and there already is automatic tag generation for your local project files when you compile (it will generate an ignored error if y
Looking for a portable 3D vector class for your game? Here's what I have pieced together over the years.  Still needs a little clean up. But solid and works great. // Usage Adding 2 vectors: Vector3Df v0(1,2,3); Vector3Df v1(4,5,6); Vector3D v2; v2 = v0 + v1; // Find angle between vectors v0 and v1 float angle = v0.angleInDegree(v1); // Normalize a vector (to unit length 1) Vector3Df v2n = v2.normalize(); // Vector3D is a template so feel free to use other types Vector3D&ltint&gt screen_pixels(10,10); // etc Also, it interfaces with a Matrix class. I'll post that soon so you can do some fun things there too! :) File Starts below...... //********************************************************************* /*  vim: set filetype=cpp.doxygen : */   #ifndef VECTOR3D_H_ #define VECTOR3D_H_ #include <vector> #include <cstdlib> #include <cstdio> #include <iostream> #include <sstream> #include <cmath>

TimeCube The PSP Game

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You are all educated stupid!  Your ignorance of 4 day TimeCube the Game is Evil!  You worship a Tetris God with shapes other than Cubes.  Man evolves from teenager, teenager evolves from child... old man blows a gasket.... All hail TimeCube! TimeCube PSP EBOOT It's a puzzle game. Rotate Cubes: square button Move Cubes: D-Pad (down to move faster down, like Evil-Tetris). Objective:  Match 4 or more colors adjacently (no diagonals), more cubes = more points Chains from falling cubes after blocks deleted = more points Graphics: Created in Gimp Sounds: Audacity, and GNU Music: Produced in LMMS Editor: Vim (xterminal, Ctags) Inspiration: Cube Heads TODO: -Will be adding a few more fun easter eggs in later releases (Toasty!). -Multiplayer - Next block preview (maybe?) - Particle effects (more fun visual stuff) - High score saving - Eboot sound, before loading    ( I hate proprietary formats like AT3, I need a converter but I am on Linux. VirtualBox here I come)