Showing posts with label krpge. Show all posts
Showing posts with label krpge. Show all posts

Thursday, August 7, 2008

Day 27: Learning Trignometry and More

Although, I been practically gone all afternoon and all morning, I was able to start coding by 16:00 and finish the session for 20:00.

I got a little lecture from Beoran on trig so I can figure out what the heck I am doing with the movement code. Thus, I learned enough to figure out the angle for moving left. The lesson and movement code were incomplete though.

Since I probably didn't have much to do for movement code, I worked on other part of the game instead. I worked on the weapon, rewriting and cleaning up. Due to what the weapon system require and how I need the game to work, I extended the engine to allow for adjustable camera movement and then add an easy way to add characters. I also did the usual cleanup such as eliminating obsolete source code and data files.

Monday, August 4, 2008

Release Log #4

KRPGE-0.0.3 is out!

This release now support terrains. It also got a bit of code cleanup too.

As for the map editor, the README documentation for it was improved. It also got FPS boost.

Sunday, August 3, 2008

Day 23: KRPGE 0.0.3 Works Began

Though I didn't do game development in the morning as I usually do, I still managed to do 4 hours of development.

The main objective for KRPGE 0.0.3 was achieved surprisingly fast and with a few improvement and slight modification over Playground Wars's code. Terrain support, though it suprisngly requires more code than I expected, was completed in the span of two hours. Huzzah!

I also began work on eliminating the redundancy found in EditEngine and GameEngine found in the KRPGE's two program as a neccessary unplanned project along the way to the secondary objective, which is to clean up the Camera's redundant codebase.

Than I began work on the camera itself, writing a method that can be used in all 4 directions and then getting the horzontial movement methods to use the new all purpose method.


Today is fantastic.

7 more days until I achevie my goal!

Saturday, August 2, 2008

Day 22: Finished MapEditor and Doing Tutorial Work

Well, I finished MapEditor's rendering bug and made it ready to be released. For that, I spent 1 hours getting nowhere and the finishing it relatively quickly the next hour after being confused for 10 minutes.

Since I have nothing to do, I decided to work on my tutorial. I completed part 1 and even managed to start working on part 2.

Tommorow, I will start work on KRPGE 0.0.3. For now, I must release my mapeditor in the form of KRPGE 0.0.2

Friday, August 1, 2008

Day 21: Wrapping up Mapeditor Development

Today, I finished both the map stamping option scroller and the editing system as well. So you can edit maps and cycle through the options that you want to stamp.

The only thing left is writing messages for the logger and fixing typing rendering bug, as well writing the README for the map editor.

It will be released as KRPGE-0.0.2 instead of a standalone application. After that, I'll be working on the next version of KRPGE, incorporating any useful stuff leftover from the playground project.

9 more days left! :D

Wednesday, July 30, 2008

Day 19: Kept getting interrupted

I kept getting interrupted by my parents for task that they want me to get done. This mean I had to restart the hour I am in before it is an hour to me for sure. Nonetheless, I managed to get the 4 hours done and lot of commits in.

Here is the stuff that I accomplished and work on:

The typing system work now and you can use it to save your file. It even send a message to LoggerUI about the fact that the file has been written to disk.

The object of choice you want to stamp are now displayed. You can even change the object that you want to stamp. I still need to add support for characters and items though.

Tuesday, July 29, 2008

Day 18: Engine Bugfix and Completed Map Display

For Day 18, I divided my effort among several features of the mapeditor.

First, I worked on displaying the map. Then I wrote the code that eliminate drawing the majority of maps on the object, making sure that it only got drawn on the proportion of the screen. This has lead to engine code cleanup.

Next, I worked on integrating the map stamp into the engine's camera. There I have to fix a few bugs relating to the synchronization of the objects. I also have to write code for objects that does not inherit the Character class so that the map stamp can work.

Lastly, I worked on implementing the frame rate for debugging and performance analysis purpose.

12 more days to go than my 4 hours experiment will be completed.

Monday, July 28, 2008

Day 17: Resume Work on MapEditor

Today, I resume my work on the mapeditor part of my KRPGE framework.

It now load the map for editing and the editing stamp has been implemented.
Beyond that, I reused the engine code in preparation for display. There is some cleanup work on LoggerUI and the EditMode class.

That conclude Day 17 of the productivity experiment.

I expect to display the maps for tomorrow and start implementing the editing system.

Wednesday, July 23, 2008

Day 15: Restarting Work on Map Editor

For Day 15, I restarted work on the map editor program for my KRPGE framework. However, I did not make much visible progress.

I have a tendency to have rendering problem but eventually that get solved. There were quite a bit of work on the input system and also work on gathering data so it can load files. The class for editing is created but not much is in there yet.

For the last hour of my programming time, I was investigating an interesting bug that crash my map editor after a certain amount of rendering. I found out that all the font that was opened stay open...so when I open enough of them, it crash.

Tommorow, I'll have to fix rbgooey's textrender class so it doesn't create excess files to the point of crashing the program and continue writing my map editor program.

Tuesday, July 22, 2008

Day 14: Engine Release!

The KRPGE engine is finally released! You can visit the KRPGE homepage for more information and download.

Tomorrow, I will be tackling writing the KRPGE map editor.

That's it. I don't have much else to say.

Day 14 is complete and 16 more days to go.

Monday, July 21, 2008

Day 13: Workload More Than Expected

Well, I certainly didn't ancipitate the amount of work it takes to get a framework ready. I could release just the engine but that mean developers have no context from which to work with. With the current workload, it seem that I will finish this in 3 days, not the next day. Never mind that the map editor will probably also take a long time too.

In any case, rbgooey-0.0.5 is released. This library will be necessary for the use of engine.

As for the experiment, I finished 13 days doing 4 hours of programming. As usual, there's a lot of commits. 17 more days to go.

Sunday, July 20, 2008

Day 12: Game Engine Complete

Day 12: 45 commits and 48 hours logged so far.

Well, the game engine is completed and it now have a name: KRPGE(Kiba Role Playing Game Engine).

The only thing left is actually preparing it for release. I have to get rbgooey out the door first since rbgooey was updated for use on the engine.

After that, I will be working on preparing the game engine framework so people can actually use it. It will have blanks placeholder files so people can add their code to it.

Once I am done with releasing the framework, I will be working on the map editor again.

I hope to finish it all before RubyWeekend #2. If not, at least I have some advantage over my peers in term of how much I have to do.(assuming at least I get the engine out)

18 more days to go before I complete my training. :)