Physics Screenshot

August 29, 2012 at 1:43 pm (Computer Science, Games, Processing, Programming) (, )


Nothing too exciting, but here’s a screenshot of some of the physics stuff I’ve been playing with. It’s a bunch of boxes that fell from the sky.

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Future Donkey Engine Upgrate: Physics

August 28, 2012 at 10:10 am (Computer Science, Games, Graphics, Processing, Programming) (, , , , )


So I’ve been fooling around with Box2D Using Shiffman’s PBox2D wrapper for Processing (P5). The link to the API is here:

https://github.com/shiffman/PBox2D

It’s a very nice wrapper for a very nice API. Well, it’s nice now; I think I remember trying to use JBox2D (Java wrapper for Box2D), and it wasn’t full implemented. Anyway! it works now and it works great. Keep in mind, if you stumble on Daniel Shiffman’s Nature of Code guide, it’s out of date so don’t rely on it. Instead, use the examples bundled with the library. It makes some breaking API changes and you’ll pull your hair out trying to figure out why “PBox2d” is not found (spoiler alert: it’s called “PBox2D” now).

I’ll be putting together some more demo code before I try to integrate it with my Paper Donkey Engine. I’m pretty excited though as it opens a whole new area of games that are feasible with the engine! I had an existing physics engine I rolled myself, but this is much nicer and MUCH faster than what I was using.

Stay on the line.

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First game I ever made!

August 27, 2012 at 3:32 pm (Art, Computer Science, Games, Graphics, Programming)


So I found some of the resources for the first game I made back in highschool using Visual Basic 6. I spent hours with MS Paint doing everything by hand for it. Here’s what the title page looked like for the game. It was a turn-based strategy game where you moved robots around and battled other robots.

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New Screenshot

August 25, 2012 at 11:50 pm (Computer Science, Games, Graphics, Processing, Programming)


Here’s a quick screenshot of my game/game engine right now. I’ll post more about the newer features/improvements, but I’m now getting ~60 frames per second which is nice. In addition, I’ve added walls and level detail stuff. There’s some rendering glitches with a few things since I just threw it together, but here’s what it looks like right now.

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Lightning machine

August 14, 2012 at 11:28 am (Art, Computer Science, Graphics, Processing, Programming) (, , , , )


Here’s some screenshots from my lightning effects code (based on my handwriting simulator code). It looks much nicer when it’s running in real-time instead of a screenshot since it looks all lightning-like.

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New demo/screenshots for the game!

August 13, 2012 at 8:26 pm (Computer Science, Games, Graphics, Processing, Programming) (, , )


I have a playable demo out now! It has two basic levels, but the battles are the same in both so it might as well be one level. The screenshot featured here features the rain particles and some of the art I’ve scrounged together. The tile set is placeholder art I got from another game (not mine so don’t ask for it).

 

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Future game project possibilities using the Paper Donkey Engine

August 12, 2012 at 4:24 pm (Computer Science, Games, Graphics, Processing, Programming)


My tactical-RPG game project has gotten in pretty good shape lately, but another exciting aspect is that all of the core engine functionality is in a separate library I’ve been putting together. This library can be reused for different game projects that utilize the 2D-in-3D style. This type of game uses 3D environments and camera, but uses 2D billboard sprites (which can cut time/costs for asset creation). I’ve been making a list of game types that could be made using this type of engine. Here’s some of them (along with some examples):

  • MOBA-style game (League of Legends)
  • RTS/Real-Time RPGs (Star Craft, Baldur’s Gate)
  • Action games (Alien Swarm)
  • Paper-character RPGs (Paper Mario)
  • Platformers (Shank)
  • Board games/Tabletop games (Warhammer 40k)
  • Horror survival games (Resident Evil, Eternal Darkness)

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Texture Generation: Wine blotches

August 10, 2012 at 11:09 am (Computer Science, Graphics, Processing, Programming) (, , )


So I wrote up some code to generate textures for a game I’m working on. I wanted some parchment and leather textures. It works pretty great (although my screenshots are only 300×300 so they don’t look terribly good). In addition to this, I decided to write up a system to add wine spills and burn marks as well.It uses Perlin noise to generate the spots and then I do some processing on it.  You get different results each time you run it.

Here’s a screenshot (again, small image so it has some aliasing):

Procedurally generated parchment texture with random wine spills

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Tactical Game Screenshot

August 9, 2012 at 7:44 pm (Computer Science, Games, Graphics, Processing, Programming)


So here’s what the game roughly looks like right now. I added a new skin for the level and some other art I had. Also, there’s a working particle effect system in now as well, which is exciting.

 

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Hand Drawn Lines (via Perlin Noise)

August 9, 2012 at 1:45 pm (Computer Science, Graphics, Processing, Programming) (, , , , , , , )


I wrote up some code in P5 that simulates hand drawn lines using a Perlin noise generator. The noise uses the lines’ orthogonal vector, so they can go in any direction and still look nice (aka not just horizontal/vertical). Here’s a screenshot:

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