Archive for the ‘code’ Category

Asteroids… well, kind of…

Thursday, September 13th, 2007

So, I’ve been trying to get my Asteroids game (the first game I wrote in my engine, back in 2002) working again.  Since I wrote it, I’ve done a few major changes, and not bothered to keep it up to date.  So, after a number of fixes, I manged to get it somewhat working again:

Asteroids broken title screen

There’s some asteroids, and the title text.  I have no idea why the text is upside down, but hopefully it will be an easy fix.  The actual gameplay doesn’t work, you just get an awkwardly rotated ship floating off into space.  But I’m looking forward to getting it running so I can fly around and see the cool particle trails I made 5 years ago!

MetalStorm lives again

Friday, August 31st, 2007

So, today I got my shiny new 8800GTS, and I decided that maybe this new DX10 stuff (along with my frustrations with XNA) was a good reason to get back into coding and adding a DX10 path to my engine (while retaining DX9, so an exercise in semi-cross platformity).  It’s worth noteing that I wrote most of this engine before I started working, so it hasn’t had much love over the last 4 years.  So, after checking in files, moving libs around, adding libs to dependancies, commenting out code that used and older version of lua and fixing compiler errors, I got it compiling and linking.  It didn’t run though, which I found out was a call to loading the lua io lib which I don’t use, so I commented it out and it actually RAN.

MetalStorm

Since it’s the most complete game I have (it was my main demo when I applied to Pandemic), I think I’ll do a bit of work cleaning it up a bit before I start on anything new. I’m thinking of maybe making an RTS, so the tile-based ground might make a good starting point.