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You Can Pick Your Friends, And You Can Pick Your Platform... [05 Mar 2013|06:42pm]
Due to some recent revelations about direction at Canonical, I've started to worry that if I continue writing in C and SDL that the games I'm working on will never see the light of day, so I'm going to switch over to HTML5 and Javascript.

To do that I have to dust off the ol' web developer books, and for practice I'm throwing together stupid little booger-pages like this one.

Maybe what that means is, once I get my games moved over, people could also play them as they're being developed. o_o;
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Hey BW Wake The F*** Up [04 Mar 2013|06:12pm]
I've been ignoring my game lately, mainly due to an enormous backlog of Humble Bundle games. Now that I've beaten Aquaria and Waking Mars, I took some time today to write code to enable animation from a script. So far, it's working pretty well. I probably should have picked a day that I was a lot more awake than I am, though. :P

I debated the relative benefits of splitting frames up into separate surfaces versus having a single large surface for the entire frameset, and I ended up going for individual surfaces. The memory use of one versus the other is relatively the same, the blit speed should be the same, but one large frameset requires more work on the user's end to make a working animation.

The other bit I've been doing is some simple code to get basic information in and out of TCL code from the C engine, such as what image an element is going to display, and the location the element is at. I've probably got just enough brainpower to do an image translation function for motion, but we'll see when I give out.
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