
Probably not a unique fetish, but no villain really outright states this sort of thing. (Playing “Hybrid Heaven” on N64)

Woo, made some shelves for the TV stand. Can now nicely fit the Xbox 360, gaming PC, Dreamcast, Wii, and PS2 without a lot of clutter.

My boyfriend, sister, and I saw the Batman Tumblr last weekend. (Also a couple random dudes in the background.)

“Creepers in Love” drawing at the hackerspace
Why no Lua files? D:
I will later! Everything is iterative. :)
First is to get the game working just like it did back in 2008, then expanding on that. I’d like to make Rawr 1 have some basic cutscenes and more maps and such, which will mean adding Lua.
Right now, I just need a demo working pretty soon.
If you look closely at those who are opposed to making art more accessible, you’ll find the driving forces to be those who already have a great deal and are afraid of the playing field becoming a little more even - the recording industry, Hollywood, hugely successful stars.
“
| — |
“Game Changing” article in 2600, vol 29, #1
|
Rough draft of some new hand-drawn graphics. Not sure what happened with the fence, the tiles must be in a different order than I had thought. Going to continue improving on and refining, hopefully make it look a lot better.
ah, but I could argue that you’re a worse programmer now, as it now takes you much longer to make games! sometimes it’s good to code well. other times it’s better to code fast. that’s what I think.
I think that’s a very weak argument and VERY short-sighted.
Prototypes I think are OK to write quick and dirty. Prototypes are meant to be thrown away and replaced with a better structure.
For anything that’s worth maintaining, reusing, or generally keeping around you DO want to invest all that extra time into making a good framework so that, in the long run, the code is more maintainable.
I’ve tried to make tweaks to my second ever C++ game “Quix Attax Deux”, and I just can’t do it. It’s such a mess. I had no idea what I was doing, and there’s so much in main, and just in general not using good techniques.
Especially since my code is out there publicly, as most of my projects are open source, I probably spend more time than I have to making things more structured.
Plus, I intend on using Borka Framework over and over and over, as well as expanding it with SFML2 and OpenGL in the future. When I was younger, I used to write my games from scratch every time. I’m sick of doing that, it only makes sense to put all that common code in one library and keep reusing it. And to make it reusable across projects, you have to put a lot of thought into the structure.
Rawr Rinth Progress
Here’s the process I’ve gotten done within the past week:
Items and Enemies loaded from a file
For test purposes, they were hard-coded in at first. Now they’re loaded in, in a similar format to my map format.
Debug Log
Created a debug log that I don’t mind reading through. Also means no more random cout markers.

Cutting down on graphics
I expanded my map converter tool to also look at what tiles were actually used, then spit out a new tileset with only those tiles, and the new map format with the correct new tilecodes, as well as an “isSolid” attribute.

Wrap SFML
I wrapped a lot (but not all) sf:: classes in borka, so the Rawr Rinth project only uses the borka framework and isn’t aware of SFML. (That’s the idea, anyway. There might be some sf::Color floating around).
Building library
Reorganized the structure of my code projects. Locally, I now have borka building as a “.a” file and linked to my Rawr Rinth project.
You should show how bloated your old code probably is. :P
-
find collaborators, that’s what open source is for anyway.
Yeah, Jason, there were like 400 lines of code in my main.cpp from old-Rawr-Rinth.
And Open Source is great for collaboration, but I don’t think that it’s necessarily required; Some of my pet projects I’d prefer to flesh out all on my own, and if someone wants to fork and improve that’s fine.
I work with lots of other people on programming at work, so I don’t really feel that urge as much anymore with my games. Additionally, at least with my experiences, it’s hard to really get anything done in a timely manner. Everybody has school/jobs, so commits tend to be few and far-between. I like the idea of independent collaboration moreso than working with a team simultaneous to one end, on my games.
Old vs. New - So much code!
I’m feeling a bit fatigued working on Rawr Rinth, because there’s so much I’m writing, and still want to write.
Back when I was an awful programmer, I could pump out games in days or weeks. Now it takes so much more time, especially if I spend a lot of time on a base framework so I can make other games with the framework. Reusability!
So what’s the difference? Well…

That.
Debugging Rawr

Here’s my problem for today- I pushed it in commit
https://github.com/Moosader/rawr-rinth/commit/d986809aff9d57ce4e1254cf6e85a8d34aa01eb9
https://github.com/Moosader/borka/commit/e39d169a64e68561846342b0eaac4a9bead9ee95
lol!
I updated some of my DrawableObject code. It was getting messy so I decided to have Drawables hold Vector2f of their Dimensions, Coordinates, Scale, and Offset, and then only actually modify the sprite (or shape, or string) only in its accessor, which is called to push to the renderer.
So now I have to figure out what I messed up. All the coordinates are messed up, and now the keyboard seems to move everything backwards!
As you can see, the background “blue” shape is drawing properly, stretched across the screen, but Rawr, an Icecream, the Cat and some Tiles are on top of each other. There is some separate text also kind of messed up, but it’s outside of that region.
Neither the white text or background move when I hit arrow keys, so this suggests it’s a problem with offsets. Woo! :p
Will post again when I commit the fix.
EDIT: Moop!
Here’s the fix:
https://github.com/Moosader/borka/commit/6c092fadfab8e95874db8a5813c157d8b81bf8c2
I forgot that the “Entity” class also was storing dimensions and coordinates, so the dimensions for the drawable object were probably not being setup right.