It is pretty handy to have the boox to draw sketches, but I don't find them as nice as the one I draw on paper. . Plus, when I'm using the boox to read the code, I can't update notes too. If I ever try, I'll have to face a near-minute swapping time every time.So … Continue reading iris mouse to the rescue
Category: sketch
Un p’tit bug?
Dans l'éditeur d'animation, dernière mouture ? Je m'explique, je voulais prendre quelques captures d'écran pour expliquer comment se faire un petit personnage à partir de "composants" simple, puisque la "branche tutoriel" sur github est maintenant capable de gérer aussi bien les personnages simples que composés.Malheureusement, un des widgets (normalement sur la gauche) n'affiche plus rien. … Continue reading Un p’tit bug?
Aladdin Sources Analysis
They made a wonderful job at gamehistory.org, based on an in-depth analysis of the sources of the Mega-drive game "Aladdin". The game was made by David Perry's team who also brought us Cool Spot. At the core of their work is a technique and a toolset to allow more flexibility in animating graphics on 16-bits … Continue reading Aladdin Sources Analysis
Presenting monsters
This is something I really loved in DKC closing cutscene and which I'll now seriously start working on for School Rush: seeing the nicknames of all the baddies in the game with the baddies themselves. Later on, when I wanted to bring Badman II to an end, I tried to do something similar: which apparently … Continue reading Presenting monsters
most vexing (gobscript) parse
My scripting language is far from perfect, but this one is really the most vexing issue I have encountered so far. I mean, it is hard to debug, counter-intuitive, and it feels more like a question block turned into a thWomp and smashed you. It gave no clue, no warning, you did nothing wrong, but … Continue reading most vexing (gobscript) parse
Qui est volontaire ?
Je voudrais pouvoir faire une série "tutorielle" pour introduire progressivement les concepts de mon moteur de jeu et fournir une base de travail à d'éventuels game-makers amateurs qui voudraient s'essayer sur DS. Je voudrais aussi qu'ils puissent avoir quelques graphismes de référence, y compris les personnages.ç'aurait pu être la bestiole de Pipemare (RSD), mais j'ai … Continue reading Qui est volontaire ?
drop your weapons
One of the most vexing gameplay bug I can think of in School Rush is that you can't enter inkjets when carrying a dumblador. That can easily lead to moments of panic for most reactive players and frustrating death for others.I now have it fixed, by dropping the requirement of NO_WEAPON when entering inkjets, adding … Continue reading drop your weapons
OBJ-WINDOW: Look through the ink
The DS video is made of multiple layers -- this should be no news for you. One of the video registers define which of these layers should be shown on screen, but that register also enables and disable a more obscure feature of the NDS: the windows -- that is, the ability to define multiple … Continue reading OBJ-WINDOW: Look through the ink
NExt (last?) steps on School Rush
No real "todo item" identified from last week-end' playtesting session, except one funny idea of using a special feature of the NDS' sprite hardware so that we can see Bilou while he's swimming up the ink.I've got a few other things to do, though. Some editing on the map, some debugging on the inkjets, but … Continue reading NExt (last?) steps on School Rush
Ink pit : play-tested
J'ai eu l'occasion de faire tester le niveau vertical de "school rush" à L., 11 ans maintenant et qui essaie maintenant occasionnellement les niveaux de Bilou depuis 2009 2013. La fonctionnalité-clé est validée: "j'aime bien qu'on puisse nager pour ressortir de l'encre", affirme-t'elle, alors qu'en pratique, elle n'aura réussi que quelques fois à se tirer … Continue reading Ink pit : play-tested