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post A simple roguelike for the mobile phone

January 20th, 2011

Filed under: Flash — Ronald Baltus @ 20:24

With my experiences of Away3D I decided it was time to create a 2D game. Flash is not fast enough with 3D (maybe AlternativaPlatform will change that!). I have played some roguelikes on my mobile and I always liked them, I got the best experience with NetHack. However it is a game with a really steep learning curve and a lot of hotkeys. So that is the way how I established my goal: A simple roguelike for the mobile phone. I chose as my SDK the AIR SDK for flash, that way I am able to create the game for Android and iPhone as well as the PC.After some playing around with a small engine on my own I decided to use flashpunk to make the development faster. And I have also used RT tiles for the graphics. The game is technically getting into shape and I can not wait to get going with the dungeon generators.

post My first approach to the GUI

September 24th, 2010

Filed under: CarGame — Ronald Baltus @ 01:40

Well, I started creating my own GUI library, and it’s going pretty well. It’s already pretty easy to create a simple window with some buttons on it. I borrowed the approaches from both html/css and the Windows.Forms framework. Just add controls to a other control and change their position, width, colors, alignment, etc.Take a look at the video:

post Freeworld3D and new GUI

September 3rd, 2010

Filed under: CarGame — Ronald Baltus @ 16:02

Well, I guess freeworld3d doesn’t exist anymore. The site is offline so I got no more support for it. And the current version I have won’t unlock using my license settings.Well, it’s a shame. Maybe I should build something like myself or I will continue to use Bob’s Track Builder. Which is fine track creator as well.I dropped the EvoGUI as well. The object is very strangly constructed and the parameters order differ from time to time, and I am using Lua support to create the windows, then the order of the parameters are very annoying. Even create a simple window like a console is very hard. So, I decided to design my own. The GUI is coming around pretty good, simple stretch, margin functionality like browsers. The window is build from around 8 controls, pretty cool. MouseHover/Click/Enter/Leave/Down/Up events are already implemented.

post WebGL – good or great?

June 24th, 2010

Filed under: Flash,WebGL — Ronald Baltus @ 12:31

After some playing around with Away3D and a idea I had in mind, I came to a conclusion that Flash wasn’t fast enough. Don’t get me wrong, Flash has a fast algorithm, however software rendering are heavy calculations that eventually breaks up when you want to much and most visitors don’t have a 6ghz cpu available.

You can find my 3D flash demo here. Press down on the keyboard to dynamicly add detail.
And some more demos here

So, what is next? WebGL, that is! WebGL is a javascript library in your webbrowser to get in touch with your graphics card. So you have all the graphic power in the world. There aren’t much standard libraries for WebGL since the technology is new. So I started my own ‘game engine’ to play around with WebGL. Yesterday I created a rotating cube. That doesn’t sound like much, however, the main file contains something like 5 lines to achieve this, while there is alot more code required when you only use WebGL itself.
Follow my WebGL progress here

post iDrift ranking

June 24th, 2010

Filed under: Live for speed — Ronald Baltus @ 10:17

Well it was about time to hook up my drift mod for Live for speed to a general ranking system. The laps driven by the players are now saved within a database. A lap record includes the total drift score of the lap, the best drift score (that is the most points achieved within a single drift in that single lap) and the time that is elapsed.It’s fun to know how active the server really is, at the time of writing the server already has registered 299 unique players  within the last two weeks!The next update will display the rank within the game itself, however I have not succeeded this because the MySQL.NET connect can’t use temporary variables, which is very strange.See the ranking here

post iCruise

May 31st, 2010

Filed under: Live for speed — Ronald Baltus @ 15:34

iCruise is a .NET based mod server for Live For Speed (LFS).iCruise uses the InSim connection that LFS provides. iCruise has alot of default settings for behaving normally. I have created a mod based on iCruise which is called ‘iDrift’. The iDrift object override multiple methods to affect the way the mod reacts. iDrift calculates points when a player is drifting. The angle, speed and the time that has been drifted is calculated within the points. The LFS and iCruise server is currently hosted as this server. The mod has been specially written for the iDrift-team.

post Working on a world with Freeworld3D

February 10th, 2010

Filed under: CarGame — Ronald Baltus @ 22:03

 I am working on world that I will load inside the game. Freeworld3D is a good program, it’s cheap and the fileformat looks easy readible. More updates when I get it to load inside the game.

post New screenshots and a video!

September 30th, 2009

Filed under: CarGame — Ronald Baltus @ 23:41

It’s been a while but here some new screenshots!

And as a bonus a small video with the car physics test:

post Description

September 30th, 2007

Filed under: GUI Wrapper for Irrlicht.NET CP — Ronald Baltus @ 13:56

Description

Irrlicht.NET CP is a .NET wrapper for the Irrlicht engine. Unfortunately they treat the GUI (graphical user interface) the same like Irrlicht itself does. Thats why I made a object oriented GUI wrapper for Irrlicht.NET. So the GUI is treated the same way like .NET does.

For example, all GUI controls are subtypes of the super type Control. The Controls can have other controls as child’s. When a Control is also a container, it will move all its child’s when its moved itself.

Also I’ve implemented the use of events, so you don’t have to ask a button whenever it’s pressed or not, you only have to react on the event now.

This wrapper has been written for the use of IrrCarGame.

 

Status

The wrapper is nearly complete, but it still needs some cosmetic corrections. The wrapper will be updated with IrrCarGame.

post Description

September 30th, 2007

Filed under: CarGame — Ronald Baltus @ 13:52

IrrCarGame is my answer to all current race games. I like race games where tuning is a option, Street Legal did that in my opinion very good. There was only a problem, the game was programmed using Java, the game ran terrible and even the Career was unable to finish!

The Need For Speed were to much a arcade game for me. So, I didn’t found a game whereby the tuning got really deep and the game play still realistic.

IrrCarGame has tuning based on the tuning system of Street Legal. It’s possible to grab a car’s chassis and put all kinds of different parts on it. If you wanted a car with 4 different wheels and wheel sizes, it’s possible. Even the physics will calculate the behavior on a car in that state.

You can tune your car by just clicking a part you want and click it on a place where the part can attach itself. The game will check if the car can run with that kind of configuration.

The physics are based on the VAMOS engine (http://vamos.sourceforge.net/) and is completely rewritten in C#. I also wanted to target the Linux platform and a productive language, so I chose for C# (Mono) and Irrlicht.NET CP.

Status

This is my current project what I am developing. The tuning/construct possibilities are only available from code now, the user interface is in develop. Currently am I really busy with finishing the physics engine.

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