A long grueling road (warning: lots of pics!)
by Jon Frisby · 06/06/2006 (1:07 am) · 2 comments
In my quest to update my game to effectively use the TGB Beta4 codebase, I pretty much hit a brick wall. On top of that, there were some things I wanted to do that were proving to be just too difficult, like fading smoothly between skins.
So, with all of that in mind I began the long task of rebuilding my game in C++ -- a language I have successfully avoided for most of my career.
I am by no means *done*. Trail and shadow effects aren't implemented yet. Music code is totally untested. The sweeper hasn't been implemented yet (although I *can* sweep things away -- I just have to do it by hand). Particle effects aren't in. I only have one real skin, and it's little more than a static background and gameboard just yet.
HOWEVER.
I have a "skeleton" background skin that underlies the "real" skin ("Radioactive Rose"), and I can fade the Radioactive Rose skin in/out quite smoothly.
Yay.
Here's what it looks like fading in:





It's refreshing to once again be back to a point where I can actually run the code and see how it behaves.
-JF
So, with all of that in mind I began the long task of rebuilding my game in C++ -- a language I have successfully avoided for most of my career.
I am by no means *done*. Trail and shadow effects aren't implemented yet. Music code is totally untested. The sweeper hasn't been implemented yet (although I *can* sweep things away -- I just have to do it by hand). Particle effects aren't in. I only have one real skin, and it's little more than a static background and gameboard just yet.
HOWEVER.
I have a "skeleton" background skin that underlies the "real" skin ("Radioactive Rose"), and I can fade the Radioactive Rose skin in/out quite smoothly.
Yay.
Here's what it looks like fading in:





It's refreshing to once again be back to a point where I can actually run the code and see how it behaves.
-JF
#2
Most of my ideas are on the bizdev side of things, and I don't really want to discuss that stuff publicly until I actually have signed contracts, but I'm getting some interest from parties that you wouldn't normally think of as being interested in this sort of thing (not publishers or anything).
-JF
06/06/2006 (12:23 pm)
Yes, it's basically just a Lumines clone. Lumines is only available on PSP (and soon XBox LA, and cell phone), not PC or Mac. I want to bring the same rich audiovisual experience to those platforms.Most of my ideas are on the bizdev side of things, and I don't really want to discuss that stuff publicly until I actually have signed contracts, but I'm getting some interest from parties that you wouldn't normally think of as being interested in this sort of thing (not publishers or anything).
-JF
Torque Owner Peter Dwyer