Warning: strpos() [function.strpos]: needle is not a string or an integer in /home/deadonq/public_html/blog/index.php on line 41

Warning: strpos() [function.strpos]: needle is not a string or an integer in /home/deadonq/public_html/blog/index.php on line 48

Warning: strpos() [function.strpos]: needle is not a string or an integer in /home/deadonq/public_html/blog/index.php on line 55

Warning: strpos() [function.strpos]: needle is not a string or an integer in /home/deadonq/public_html/blog/index.php on line 61
Buddy of DoQ: Thoughts on Life, Machinima, and Everything - Week A
Buddy of DoQ: Thoughts on Life, Machinima, and Everything
Fox Replies! 
Tuesday, June 13, 2006, 01:51 AM - Everything
Thank you for the feedback, Buddy. I've passed this on to our VP of
Programming for Fox Reality.

All the best to you,

Steve

_____________________________________

Steven Ward
Director, New Media
Fox Reality
_____________________________________
add comment ( 493 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 1625 )
Shutting Down 
Monday, June 12, 2006, 12:42 AM - Everything
Hate to say it, but I've got to start shutting down my little demo now. I got a lot done, and I've super impressed with how far I was able to go in such a short amount of time. I got a basic concept of my witch drawn and modeled, but I never made it to any sort of game-ready state. I did compile a new version of the engine with cell-shading, which was awesome for a guy like me. (Thanks Garage Games resources!)

Moving on... next week we have... Mike!

Mike will be hanging out all next week, and we'll be knee deep in Summer Tech prep-work the entire time. We have all kinds of goodies planned, I only hope we can deliver on half of them!

Nintendo DS Lite!



Today was the big day, and I got one for me and my roommate (his birthday is coming up while I'm away, so he got his gift a bit early!) We spent roughly an hour sending immature picto-chats back and forth, followed by hijacking the neighbor
s open wifi connection to battle it out with Lost Magic online. We also engaged in a few rounds of Metriod Prime Hunters, where I got cut down like wool off sheep. I purchased Brain Age to build up on that lacking mathematics of mine, and I must say if I can keep at it, I think it will really help a lot. I can nail the hell out of those color name games though. Red is Blue! RED IS BLUE!



I'm on the lookout for elctroplankton, but as it wasn't a big hit, and came out a while ago, so I'm having a big of trouble tracking down a copy locally. I'll be trying the Town East mall in the morning. I know it's not really a game so much as an “experience” but I do most of my hand-held games in very short burst anyway. (On the john!)



Summer Tech is just two short weeks away, and the giddy levels are rising fast. With the Mavs kicking the living shit out of Shaq and his Miami goons, I think everything is going just about perfect.




(almost)
add comment ( 398 views )   |  0 trackbacks   |  permalink   |   ( 3 / 1367 )
Milestone #1 
Thursday, June 8, 2006, 12:26 AM - Everything
Flight code, check.

Broom Art, check. (alpha not rendering, researching now)

Screen shots, check.






(Here's a closeup of the broom alpha, it's supposed to be working in the game, but I'm still a noob)

Next up, broom particles, the setup is there, just need the art and the code to call it out. Bits of hay will fall off the back, maybe a bit of magic dust for fun. Dust kicks up off the ground when flying low. I'll fraps up a vid once I get everything working in game.

Thursday I will begin the witch character and I hope to have her done in one day, as I'll be rather busy over the weekend and will need all the time I can get to learn the animation system.
add comment ( 773 views )   |  0 trackbacks   |  permalink   |   ( 3 / 1311 )
C++ 
Wednesday, June 7, 2006, 01:20 AM - Everything
Whoa! If today isn't the neighbor of the beast, I just compiled code for a game engine with Microsoft Visual C++ (the 2005 express edition)!

Feels rather nice I must say, I started messing with simple Torque config files trying to get a witches broom to fly me around the game, and before I knew it, I'm rebuilding the entire engine, bending it to my will.

I'm not what one would call the programmer "type," I can't even solve simple arithmetic in my head. I once swapped remedial math to chem 101! I even did summer school for Algebra 2, and only passed because I worked my ass off and the instructor had pity. On state tests in the second grade I had a sixth grade level in reading (highest in class) and the lowest possible math score. But when Buddy wants advanced engine features, damn it, he'll do what it takes!

I've been seriously thinking about upgrading to the Shader Engine, to take advantage of all those nice next-gen features, I think I'll do that when I get back to Texas in August, hopefully before the early adopter price goes away. In the meantime, before Mike makes his way north again, I'm going to make me a little playable game demo with Torque. It'll be super simple, a little witch riding around her broom, and... not much else. Work has already begun! I've got the broom and it's flight code working, with plenty of room for tweaks (obviously) and all that's really left is to make the witch character, and her little world. I'm thinking small hut with a cauldron, a magic book case, and a big terrain outside to fly around in (Full moon anyone?) The hard part will be the witch, I haven't really gone into character modeling in a while, and certainly not with the torque pipeline. Again, I'll be going with simple with the manga/chibi style, keeps the polycount down and brings the cute to 11.
1 comment ( 511 views )   |  0 trackbacks   |  permalink   |   ( 3 / 1307 )
Blogiversary 
Monday, June 5, 2006, 05:31 PM - Everything

add comment ( 389 views )   |  0 trackbacks   |  permalink   |   ( 3.1 / 1154 )

<<First <Back | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | Next> Last>>