Game Development Community

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:
www.mrjoy.com/alpha13_fade1.pngwww.mrjoy.com/alpha13_fade2.pngwww.mrjoy.com/alpha13_fade3.pngwww.mrjoy.com/alpha13_fade4.pngwww.mrjoy.com/alpha13_fade5.png
It's refreshing to once again be back to a point where I can actually run the code and see how it behaves.

-JF

#1
06/06/2006 (10:51 am)
I'm confused. Are you simply doing a lumines clone? And if so why?
#2
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