You are currently browsing the archives for the category: PC Games

November 18, 2010

I’m a Computer Game Snob, and Why I Don’t Care About the Kinect

Non-mainstream gaming tastes and how they relate to the Kinect.

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July 6, 2008

Secret Project 2, Nethack

So…more work on, er, Secret Project 2. Yep. Today I had a thought. Dwarf Fortress is kind of a roguelike, isn’t it? I like its emphasis on construction. And Nethack is basically open source. Hmmm…

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July 3, 2008

Lua, PNGs

I’ve learned the final piece of the puzzle with regards to Lua; C functions that return values to Lua. Now I can do anything with Lua. However…I need to work on the main C++ program a bit more. I want to have an object that represents a “map”, and that map will use Lua code […]

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June 18, 2008

Compiling and running DirectX: Some pitfalls

I’ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, […]

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June 17, 2008

Stuff 2, PNGs

More work on Secret Project 1. Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.

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June 10, 2008

Lua

I’ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua program that builds a room when it executes. This is a definite improvement.

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June 6, 2008

Platforming with Lua

Today I spent a while working with Lua. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object’s member function as a function pointer to […]

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June 3, 2008

Platforming part 2

I’ve gotten the platforming engine working so you can define various “rooms” for the protagonist to wander around in. The rooms also have “doors” that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)

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June 2, 2008

Platforming

I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.

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June 1, 2008

Short Story: Acquire; Procedural Generation Competition

Today I wrote a short piece called Acquire for DeviantArt. I think putting a Creative Commons license on this piece just makes it funnier. Now I’m going to work on stuff for the TIGSource Procedural Generation Competition. My life has been so busy recently I haven’t had as much time to work on this as […]

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