Sorry for not posting last week as I was so swamped with babysitting and other commitments.
As promised, this week I’ll talk about something more interesting. As you might have heard about things such as a shallow and deep copy. Some people drowned when they mishandled copy operations, while some mistakenly think that a copy construction as a copy operation.
This was supposed to be published yesterday, but I was simply too tired and so therefore, here it is today. My apologises for the delay.
Previously I’ve talked about how 2D sprites in 3D rendering can be an ass right? Well, that’s just the tip of the iceberg.
Meet - SPRITE ANCHORS!
What’s an anchor? It’s basically to tell people if I call a sprite at X and Y position, the starting point will be at one of the 9 possible locations of the square frame.
Yeah, StridesLib has been facing with some wierd time control issues with its cTimer class for a long long long time. So why hasn’t it blown up in its games yet? That’s because, no one really bothers! Yeah, as long as the timer doesn’t screw up their game or make them lose unfairly, I doubt I’ll ever get complaints.
I have to admit that Strides Script isn’t not the best orchestration engine around. Other orchestration engines like BPEL (for Web Services Orchestration) does a better job in terms of handling nested complex conditions.
Strides Scripts was originally meant to orchestrate complex procedures and not complex nested conditions.
Complex procedures usually involve timed executions and sequence integrity. While complex conditions involve having multiple nested conditions in order to achieve something. Read the rest of this entry »
In 2D games development, sprites are the bulk of trade for representing game objects.
In 3D games development, for hybrids especially, sprites are still important. However, there is a problem. In 3D, we don’t just render surfaces, we render vertex buffers.
Of course, that alone isn’t the crux, but it’s known that we should always avoid switching textures during rendering. That’s when the ass kick into to design of the sprites. Read the rest of this entry »
This certain looks like a familiar screen for those who’ve played Jedi Wing 1 before.
However, there’re quite a lot of differences. Notably, there’re now 3 players supported for this game rather than 2. The option screen is also “live” in terms of environment.
Note that all functionalities here are not coded at all. They’re done by StridesScripts with supporting technologies and lots of creativity in problem solving. Here’s a picture dated a month ago:
Here’s a video released as a progress update for all to see. All the animation work done in this video was done by 1 person, part time (after office hours) and took about 3 months. All thanks to Strides Editor (Octopus)
Yes! Finally after the of design, planning and technology impact analysis, Jedi Wing 2 is off to start with an insane speed! Those pictures below show the pre-release in-game cinematics for Jedi Wing 2 introduction which is done in less than 2 weeks! The whole introduction sequence will take 5 minutes to finish and it has since taken 3 months to work on the 12 scenes. Read the rest of this entry »