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Adventures of Goblinson Crusoe
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453 entries
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JTippetts
August 05, 2016
Golem

In the previous post, I commented how I didn't see any use in re-factoring and re-building Golem, the way evolutional is re-factoring Manta-X. I'd like to elaborate on that a little bit.

It's not that I don't find any value in the game itself; Golem is a game that I most definitely would like to re…

3,371 views
JTippetts
August 01, 2016
On The Topic Of Retrospectives...

Evolutional's recent post about digging through some old code inspired me to take a look at some of my own. I had recently found a copy of the working development folder of my old game, Golem, on a hard drive in a box, and while I've peeked into it out of morbid curiosity, I haven't felt the inclin…

3,223 views
JTippetts
July 10, 2016
Haste, slow, and refactoring

As part of the AI and control refactor, I refactored the basic components that provide the turn-basedness for the unit controllers.

Previously, the turn system was controlled by 2 components: the Turn Scheduler, which runs scene-wide and provides a 'heartbeat' on a specified timer; and the command …

3,318 views
JTippetts
May 23, 2016
Highlighting

In between work, sleep, family, home and yard projects, and being sick (all the usual bull-shit cop-out excuses you have all come to expect from me over the years) I have been getting in some work on Goblinson Crusoe.

So, the Great AI Refactor has begun in earnest, and as I suspected it would, it h…

3,830 views
JTippetts
May 10, 2016
Installing

Finally got a day off, with the leisure time to install Linux. Been booting off the USB for days now. During the 'trial' period, I tried out a number of different distros, just to refresh my head on what's out there. I used to be a big Ubuntu fan. Debian-based distros are by far my favorite (long f…

1,738 views
JTippetts
May 05, 2016
Mint

To whom it may concern,

I am writing this missive while booted into Linux Mint from an ancient USB stick. How I came to this sad, low, lonely state is a tale of hubris and pride. You see, I am a habitual dismisser of Windows system restore disk nag screens. "System restore?" I cry. "Pah! I don't ha…

1,946 views
JTippetts
April 29, 2016
"Quad"-planar projection

HA! It never fails. As soon as I resolve to work on much-needed logic and AI refactoring, I let myself get distracted with a visual thing again. But this fix was relatively easy, and is something I've been meaning to do for quite awhile.

As mentioned in previous entries, the ground tiles in GC use …

3,320 views
JTippetts
April 29, 2016
Creature AI




I'm in a creature AI phase right now. It's actually a bunch of code that I haven't really touched in awhile, and as with all such code I have had to spend some time getting familiar with it again. I still only have a relative handful of skill options, so I haven't really dug in-depth into complex …

1,994 views
JTippetts
April 24, 2016
Bringing back the mountains

I spent some time recently working out some bugs with the tri-planar shader. I believe the bugs are fixed now (and it required some fixes in the Urho3D library to do it), but I don't really understand what was causing them in the first place, so I'm still a touch nervous about them. At any rate, I'…

15,863 views
JTippetts
April 06, 2016
New textures with the tri-planar shader


SoTL and MarkS talked me back into using the tri-planar shader I've been using so far. Above are a couple shots of some of the textures I've been working on the past few days.

A couple things:

The textures jibe together a bit better than the previous sets. Previously, I was using photo textures, w…

2,936 views
JTippetts
April 04, 2016
Textures

Did a quick little test to see how well some of the textures I made in making the previous journal entry "read" in Goblinson Crusoe. Looks pretty good, if you ask me.

2,408 views
JTippetts
March 30, 2016
Dirt And Rock Textures Using Blender Particle Systems

Reading alfith's entry on rocks reminded me of a technique I often use for creating dirt, stone, and pebble textures in Blender using particle systems. Since alfith's rocks are fresh in my mind (and near the top in my file history in Blender) I'll go ahead and use them to demonstrate the technique …

14,255 views
JTippetts
March 27, 2016
Instant Meshes Retopo

I'm terrible at art.

Let me back up. There are some aspects of art, at least video game art creation, that I have achieved an "acceptable" level of skill. And there are others that I have achieved "pretty okay". But there are many, many other areas where I have achieved merely an "ass-tastic" level…

11,677 views
JTippetts
February 02, 2016
Rendering Tree Sprites

It's been awhile since I did anything 2D-related, and I'm a little bit worried that some of those particular hard-earned skills are starting to fade from my weak brain. Last night, I was talking with an individual in the GD.net chat about trees. This person was drawing trees and looking for advice …

6,637 views
JTippetts
January 13, 2016
ANL Expression Parsing

Over the last several years, my noise library (ANL) has been a sort of sink for whatever miscellaneous time I get in between work, kids, the house, game development, game playing, etc... It has evolved quite significantly from its roots as basically a libNoise knockoff. One of the key goals I have …

3,550 views
JTippetts
November 27, 2015
Jasper's Place
So, I haven't worked on GC in quite awhile. I've been playing a bit of Path of Exile lately, so my urge to play/work on a turn-based RPG is at a pretty low ebb.

I typically play games at my PC in the dining room. I have dual monitors, and on the other one I've typically got Thomas the Train cartoons…
2,053 views
JTippetts
September 24, 2015
Working on the Quest Map
Lately I've been working on the quest map. The quest map will be accessible from a special kind of workbench, the Map Table, that you can construct as part of your base. Using the Map Table will bring up an interface showing the island map with various markers denoting quest locations. You'll be ab…
1,905 views
JTippetts
September 12, 2015
evo's Game Jam and thoughts on organization
So, evolutional recently challenged himself with his own personal game jam. In the process he created a simple clone of an existing game, 2048. He used the opportunity to work the rust out of some disused skills and learned a few lessons along the way. I've engaged in this kind of personal, on-my-o…
2,252 views
JTippetts
September 05, 2015
Doors
In response to input by Servant of the Lord and Eck in my previous entry on bridges, I made a change to how the hexmap tracks object IDs. The result is a system that has not only allowed me to do bridges "properly" (ie, destroyable) but has also allowed me to create doors, something that I have bee…
1,585 views
JTippetts
September 02, 2015
Bridges
Spent a couple minutes today implementing constructable bridges:



Unfortunately, due to the way I handle units occupying hexes, the bridges are permanent. Only one combat-enabled or targetable entity can occupy a hex, meaning that I had to implement bridges as actual changes to the structure of the e…
1,929 views
JTippetts
August 28, 2015
Urho3D and Pyrotechnics
Urho3D's architecture is based on a component system. You may have heard the term. Essentially, Urho3D provides a hierarchy of Nodes, where each Node comprises a set of transforms (position, rotation, scale), a list of children Nodes, and a list of components. Components provide the behavior and ch…
3,117 views
JTippetts
August 27, 2015
Flame Shotgun
In honor of Washu, I present to you the flame shotgun.


And a shitty, low-res video of it in action:
1,504 views
JTippetts
August 25, 2015
Hi

Hi


Creepers gonna creep.

The swordsmen, I can probably take, but the three shaman are probably going to mess me up. If they don't murder each other first, that is. The red goblins tend to have unstable tempers.

I've been getting back into it. I came to a realization some time back. I tend to step away f…
1,435 views
JTippetts
May 09, 2015
World Map Candidate
Here is a very quick, very rough mockup of what I currently have in mind for the world map:



The tags/locations on the map would be clickable, either on the map itself or on the list to the lift. (Appearance and detail will, of course, vary in the final solution.) Exploring a hex takes you to a turn-…
1,289 views
JTippetts
May 06, 2015
What's it all about?
I am still in the process of converting critical components to C++ classes, rewriting some of my procedural world generation layers to avoid returning by value from the Lua API, and other such nonsense. It goes slowly when I have just so, so many dandelions in the yard to eliminate, so many square …
1,760 views
JTippetts
April 24, 2015
Fluffy trees
So, I downloaded Blender 2.74 and did an experimental tree using the normals trick mentioned in the previous post. The trees do, indeed, look fluffy now:




The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked to a branc…
2,991 views
JTippetts
April 21, 2015
Useless filler




I find that I am really enjoying the gameplay with elevation involved. Exploration, especially with tall trees added, has become quite enjoyable even if there is really nothing much to find or do. There are a few tweaks that need to be done, however. One is that I probably ought to bring back path …
1,385 views
JTippetts
April 13, 2015
Moving components to C++


So, I've gotten the game fully back to where it was before. Works great. But I have a pretty big project to tackle now.

You see, a LOT of the game functionality is written as Lua script objects attached as script object components to Urho3D Nodes. Which is great and all, but the thing is that the Lu…
1,565 views
JTippetts
April 09, 2015
Implementing elevation
Because I said in the last entry that I would likely not implement elevation as a gameplay mechanic, tonight I started on implementing elevation as a gameplay mechanic.



GC can now climb up and down hills, as long as a given step is no more than one layer above or below his location (specifiable, of …
1,186 views
JTippetts
April 08, 2015
Hex tile height and lighting
With the reversion to the more basic hex block shapes, I have begun experimenting with using elevation. I don't know that I would actually use elevation in the gameplay mechanics, but rather just as a look-and-feel thing. It wouldn't necessarily be a difficult change from a gameplay perspective to …
2,871 views
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