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Archive for September, 2006

I’ve gotten a lot of bugs fixed in holdem in a short ammount of time. I have to rework the in-game overlay UI as it covers up important information right now. I’m considering cutting the in game AI chatter. I am reluctant to do it though because I think it breaths a lot of life […]

This picture is of a pretty low quality. I’ll just blame the camera.. the display on the phone is nice and makes the game look pretty sharp. I think I need to scale the fonts up a bit though as they seem a little on the small side.

Massimo says: so what are you up to now? […]

And it looks amazing! For the record Dragonfly by Lemon D was the song that was playing when the app actually started up and ran and the time is 3am. I have been pursuing this goal of having this game engine run on a symbian smart phone for some time now. I finally tracked down […]

So the game is running on my phone and I’m getting closer to tracking down what is stopping the game from starting.

..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(220): Starting window session ..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(232): Setting up direct screen access ..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(236): Creating double buffered drawable ..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(270): Initializating game engine with data path: E:\System\Apps\Holdem\data ..........\DEV\ZTEAM\CORE\SRC\Gameengine.cpp(56): GameEngine::initialize(): game engine data path: E:\System\Apps\Holdem\data ..........\DEV\ZTEAM\CORE\SRC\Gamearchive.cpp(68): GRPIndex::reserve(): reserving: 1409 bytes, buffer: 0×00000000 ..........\DEV\ZTEAM\CORE\SRC\Gamearchive.cpp(95): GRPIndex::reserve(): finished, […]

I got sound hooked up again, fixed texture binding/uploading and got the combo meter and song position indicator working again. Yeah it’s still rough but it’s coming along. There are some pretty big things to do still and I think I’m going to change gears back onto texas holdem to nail down my framebuffer initialization […]

Sometimes there are well defined technical reasons for this. Some people detest them because they have been told they are bad. Other more thoughtful people understand some of the serious problems that globals have. Many times in rapid prototyping (ala beatbox) or in general game dev people get a bit too global-happy and it can […]

Well there is more or less something there now. It is actually playable, although not being able to see scores and combos is a bit of a drag. Also the thing is completely full of bugs. It has gotten a lot funner to work on now though. Much less doing the boring plumbing that runs […]

Beatbox: A Story

Okay well this isn’t the sky falling but screenshots are so much fun, especially really dumb ones during development. What was at one point actually a fairly fun playable little game is currently a shadow of itself living on top of all new (actually rehashed I get to that in a minute) stuff.

Now I’ll provide […]

I thought I saw a triangle on the screen but it was just some wierd food stuff stuck to my laptop LCD. It really looked promising for a second or two. I’ll post screenshots when there’s blocks falling from the sky again. I had a really neat visual idea for the combo system the other […]

The UI widget test app is up and running again. This time using the final resource system from the game library. I took a screenshot to prove how unimpressive this actually is This is some of that TDD stuff that I posted about earlier. There is a unit test framework (built using a command […]

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