In case you haven't noticed yet, I've posted on the wiki two ways to setup the development environment. One for Windows with Visual Studio 2010 and other for Linux using make (with some modifications it may work on other Unix-like systems).
If there are any doubts on how to setup the development environment, let me know.
quinta-feira, 16 de agosto de 2012
Big Bug Fixed
Remember when the game was closing it would crash? Not anymore!
The culprit was the json-cpp library. After spending countless hours tracking all my calls, it turned out I was using an old version of this library that would call a pure virtual function on one of its destructors, if an JSON object was used in a static manner. Well, I use static objects everywhere, because I have no need to worry to clean them up. When the stack gets smashed so do the objects declared there. Win/win!
The fix? Get their svn code, include it on my code and make the appropriate fixes (that consisted on changing the #include file names).
New build coming out soon!
The culprit was the json-cpp library. After spending countless hours tracking all my calls, it turned out I was using an old version of this library that would call a pure virtual function on one of its destructors, if an JSON object was used in a static manner. Well, I use static objects everywhere, because I have no need to worry to clean them up. When the stack gets smashed so do the objects declared there. Win/win!
The fix? Get their svn code, include it on my code and make the appropriate fixes (that consisted on changing the #include file names).
New build coming out soon!
terça-feira, 7 de agosto de 2012
Potato Netcode
Well, racing games (with whatever mechanic) should have a multiplayer mode. There's a half-assed local multiplayer capability in the code. Well, in others words, I could implement that easily, but, as I am going for the long haul, I'll try to implement a simple protocol for the game's network multiplayer mode.
Let's hope for the best!
Let's hope for the best!
Potate Gameplay Ideas
It has came to my mind a way to improve Potato gameplay. To go beyond the simple racing mechanic. I am thinking in finding a way of making this a multi-vehicular racing game. Confusing? I'll explain.
Each track will have its segments. In each segment the player takes a role of a specific vehicle. Whether this should be done be triggering or by player input, I am not sure yet. But one possible implementation of the idea is as follows:
The first segment you have a car-like mechanic, because you're on the road. Suddenly, the road ends, you must turn into/move into a boat, because there's a lake you must transverse. Afterwards, you should catch/turn into a plane to overcome a lava pit. Then back to the car. There may be shooting mechanics...
Keep in mind this is simply a draft. I was typing these ideas as they came flowing....
Each track will have its segments. In each segment the player takes a role of a specific vehicle. Whether this should be done be triggering or by player input, I am not sure yet. But one possible implementation of the idea is as follows:
The first segment you have a car-like mechanic, because you're on the road. Suddenly, the road ends, you must turn into/move into a boat, because there's a lake you must transverse. Afterwards, you should catch/turn into a plane to overcome a lava pit. Then back to the car. There may be shooting mechanics...
Keep in mind this is simply a draft. I was typing these ideas as they came flowing....
sábado, 4 de agosto de 2012
Play with Kinect
There's a great tool I've been working with called FAAST. What it does is translate gestures, poses or body movement into keystrokes. So for fun I've written a wiki page explaining how to set FAAST up in order to play the Potato project with the Kinect on your Windows PC.
Here's the link for the wiki page: https://bitbucket.org/N0_Named_Guy/potato/wiki/Kinect
Here's the link for the wiki page: https://bitbucket.org/N0_Named_Guy/potato/wiki/Kinect
Development wiki
Hello there!
I've been writing up a wiki to help possible Potato developers better understand the current code base. I've made also a little page that explains how to set up the source code in Visual Studio 2010. Eventually I'll add a wiki page on how to set it up on Linux (it's way easier, trust me), and maybe on OSX (bare in mind that I don't have a Mac).
The wiki link: https://bitbucket.org/N0_Named_Guy/potato/wiki/Home
I've been writing up a wiki to help possible Potato developers better understand the current code base. I've made also a little page that explains how to set up the source code in Visual Studio 2010. Eventually I'll add a wiki page on how to set it up on Linux (it's way easier, trust me), and maybe on OSX (bare in mind that I don't have a Mac).
The wiki link: https://bitbucket.org/N0_Named_Guy/potato/wiki/Home
segunda-feira, 30 de julho de 2012
Open Source!
Hi there folks! I've been quite inactive due to my studies. But I am kinda back. I don't know if I have enough time on my hands to keep developing this project. So, I've opensource'd it... Here's the link to the repo:
https://bitbucket.org/N0_Named_Guy/potato
See you =)
https://bitbucket.org/N0_Named_Guy/potato
See you =)
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