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Don’t Blow It! – Pig Hill
May 19, 2012
by Jonny D (Games/Don't Blow It!, What am I up to?)

Among other things, I’ve been making some new levels. Here’s one in development called “Pig Hill”:

On Pig Hill, you simply carry a round pig up to the top of a large hill. This round piggy likes to roll back down the hill, along with the oncoming logs that knock you around.

In testing, it’s a little frustrating because the logs come flying down the hill at crazy speeds.  They easily send you back to the bottom of the hill if you don’t time your jumps well.  A dash of linear damping should fix that. :)

2 comments


Don’t Blow It! gameplay video
May 10, 2012
by Jonny D (Games/Don't Blow It!, Site News, What am I up to?)

We’ve just released a gameplay video of Don’t Blow It!  Now you can see the craziness of 4-player puzzle co-op in action.

 

Also, look out for dontblowitgame.com.  That’s where you’ll find all the official info about the game as it comes.  You’ll continue to get dev updates on this blog (yes, right here, where you are looking).

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Don’t Blow It! progress
April 16, 2012
by Jonny D (Games/Don't Blow It!, What am I up to?)

Don’t Blow It has been steadily improving over the last few weeks.  I’m running out of programming tasks!  There are some new features I’m planning to add later, but more importantly, I’ll be producing a gameplay video soon (let’s hope for this week).

Here’s another screenshot to mark our progress:

It’s getting really exciting now, even as I struggle to manage the development.  I can’t wait to play it for real… but that means I need to get various pieces in order, like level design, art, music, and networking.  There sure is a lot of work left, but the game will be worth it.

4 comments


All the silence is due to…
March 12, 2012
by Jonny D (Games/Don't Blow It!, Games, What am I up to?)

All the silence is due to…  Hard work, of course!

My priority was shifted a while ago to working on a game called “Don’t Blow It!”.  I mentioned it in a long ago post when I had first made the prototype for Ludum Dare 20 last year.

(more…)

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Tutorial: Using TinyXML, Part 1
January 29, 2012
by Jonny D (Code, Libraries, Tutorials)

TinyXML is a great little library (tiny, even) for loading and parsing XML documents.  Here I’m going to introduce the basics of getting all your data out of (and into) XML files.  Part 1 is quick and simple.  In Part 2, I’ll use a more complete solution.

(more…)

10 comments


XController: A library for using XBox 360 controllers
January 25, 2012
by Jonny D (Libraries, What am I up to?)

I recently bought a wired XBox 360 controller to use with my Steam games on my PC.  It works very nicely, so of course, I had to use it in my own code eventually.

Here’s the first place I’m using it.  I made a little library called XController that wraps XInput in a class.  It makes the interface to the controller a lot friendlier in C++ and does not require you to include the dreaded windows.h (or XInput.h for that matter).

Next, I might try to update StickyInput to use a similar interface.  Then I could have support for these controllers in all of my games.

You can find XController on Google Code!

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Merry Christmas and all that!
December 31, 2011
by Jonny D (General)

I missed it by a few days, but Merry Christmas, nonetheless.  It’s not really about the day itself, right?

Tonight is New Year’s Eve.  I guess that means there won’t be another update for either NFont or Sprig this year!  Regardless, it’s been a good 2011 around here.  Lots of changes for our family and lots of opportunities that we’re really thankful for.  Props to Samaritan’s Purse for a great way to give back and show our kids the way it’s done.

I hope you had a great Christmas and have fun in 2012.  Here’s hoping for some game releases from Blue Dinosaurs… :D

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A first look at NFont 3
November 28, 2011
by Jonny D (Libraries, What am I up to?)

It’s been a while since NFont was updated.  While working on GigaSun Jet, I had added a couple of very useful features.  It seems like it’s time to show NFont some official love. :)

I started working on the new version yesterday, but I’m nearly done already.  All the hard work was done before.  I will be pushing the version number up to 3.0.0 due to some serious changes to the API.  Most importantly, NFont now controls the surfaces that you give to it.  It will take care of freeing the memory.

Other nice things should be apparent from this screenshot:

Built-in animations and much more ;)

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Writing, coding, and limitations
November 15, 2011
by Jonny D (General, Games/GigaSun Jet, What am I up to?)

As I’m working on GigaSun Jet’s first campaign story, I had some thoughts about writing stories that I felt like jotting down.  I’ve decided to treat my time on the story as if I’m writing a novel.  It really could end up being a real novel (I’m at about 10% of a short novel now, 6000/60000 words) and then I would have some interesting marketing options.  I wish I could start talking about my story here, but I’ve promised myself that I’d wait at least a month so I could get a solid start.

Writing a story and writing a game are fun creative tasks, but they’re also full of frustration.  One specific form of frustration that is common to both is simply getting started.  Without some sort of structure, getting started can be very tough.

This frustration is a symptom of a problem with many creative endeavors: Too much freedom.  That’s why Ludum Dare works so well.  It gives you some restrictions (time and theme, mostly) that focus you into a creative frenzy for a small product.  There are writing competitions that work in the same way, but I’m not quite part of that big community yet.

Of course, books and games have a few major differences that change how well certain limitations work.  The way that stories are communicated is simply through a collection of specially chosen words.  There are even fewer natural limitations than a game (though games can have true randomness and procedural content).  A game has to be logically consistent to some degree since the structure is based upon logic.  Words in stories, on the other hand, can easily conjure up ideas that can not exist in any reality (i.e. irrational concepts, logical fallacies).  Sometimes, the author can hide the inconsistencies well enough that they don’t interfere with the story.  I won’t get into that any further yet.  That’s a big can o’ worms.

So, my recommendation for you…  If you’re doing something creative, try to brainstorm up some fun restrictions and limitations.  That will help you focus instead of reading silly blogs like this one when you should be working.

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NaNoWriMo… and I guess I have a No to Wri this Mo
November 2, 2011
by Jonny D (Games/GigaSun Jet, What am I up to?)

I’m starting off this month working aggressively on the story for GigaSun Jet.  It also happens to be National Novel Writing Month.  I’m not going to officially participate, but the feeling is still the same.  My “novel” might be half novel, half script and I won’t be crunching to hit 50k words (which sounds crazy!!! Ahhh!!!).  I’ll just be taking what I already have so far and deepening, expanding, and directing it.

I’m excited about it all.  I have a great plan for the point of the story and a very high level plot.  Even just today I made good progress on the ending (that’s where I’m supposed to start, right?).

Concerning the story…  I’m trying to make it as unexpected yet natural as possible.  I’ve never read this kind of story and I’ve never played a game which breaks out of the stereotypes of the meaning.  One big problem lies in how I can write about the story here…  How much should I discuss?  Surely I can’t give away the meaning, since that’s vital to the ending.  We’ll see how I do, either way!

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