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Testing |
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I'm testing something for Godfinger really quickly.
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Posted on: 2010-05-27 02:33:20 |
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Factory dead... and go through warp! |
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Factory Games died about a week ago. I'm out looking for jobs and have had good responses so far.
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Posted on: 2010-03-09 12:57:51 |
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Valet Hustle site |
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Oh yeah, and don't forget Valet Hustle's website. I did all the code for it.
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Posted on: 2010-03-02 17:17:13 |
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Valet Hustle on the app store! |
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This was silly of me; it took me several days to even post Valet Hustle on here, and I posted it pretty much everywhere else. What can I say, I'm not really an avid blogger.
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Posted on: 2010-03-02 17:15:55 |
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Never done |
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I always seem to say we're almost done with our iPhone game and then two months later I make another post saying the same thing... hm, well it looks like it might actually be real this time. Cross your fingers.
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Posted on: 2010-01-15 18:12:10 |
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Still working on our game... |
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We're still working on our super awesome iPhone game, but we're at the home stretch! All the levels are in, most of the polish is in too, just adding a few things, fixing a few things, etc. |
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Posted on: 2009-10-13 17:16:30 |
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Crunch month |
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This is the last month before we release our iPhone game, so it's super hectic. Yay! That's all. |
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Posted on: 2009-06-12 20:07:07 |
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I went and got a Twitter account. I don't know if anyone will be interested or if I will ever update it, but you can take a look:
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Posted on: 2009-04-21 02:43:48 |
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LD14 |
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I actually ended up making a crappy game in 8 hours for LD14. You can see the page here:
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Posted on: 2009-04-20 15:21:30 |
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Hellooo |
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A random and short post. Raw Meat Games is coming along well, we're releasing our first game probably in July. It's an iPhone game. Buy it and I will be happy (I'll post more details and links when we're actually near release time). I'm actually the programmer lead on the project, which is pretty cool. Also, there is now an ad embedded somewhere secret on this site, maybe you can find it. It pays almost for the cost of my web host, so that'll be nice for me.. one less expense to worry about.
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Posted on: 2009-04-18 21:19:30 |
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Spoo4k |
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I made an entry for the 4k game competition. Check it out.
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Posted on: 2009-01-09 18:04:05 |
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Back to work |
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I've returned from Christmas vacation, so now it's back to work. I just discovered that the Java4k competition ends on January 31st, not the 1st as I previously thought. That still gives me a chance to make an entry or two, although obviously they won't be official because I'm judging the competition. Even so, I'd like to take a crack at the whole 4k thing. |
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Posted on: 2009-01-02 15:42:32 |
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Engaged! |
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I got engaged to my girlfriend on the top of Sunrise Peak in Arizona, a 3,000-foot high mountain here. Everything worked out well and I don't think it could have gone better.
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Posted on: 2008-12-29 12:21:09 |
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Ludum Dare 13 Results |
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The results are in, and I was pretty much exactly where I had expected. There were 59 people in the contest.
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Posted on: 2008-12-21 23:43:13 |
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No Retro Remakes |
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I'm gone tomorrow and it's late tonight and I don't have a complete game for Retro Remakes, even though it's due tomorrow at 4:00 PM PST. I've got a pretty damn impressive tech demo, but not an impressive game. Basically you can fight enemies, run around between levels, do combo hits, create custom weapons, look at fun particle effects... but it's still not a game. It needs a start and an end, and a difficulty curve, etc. etc.
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Posted on: 2008-12-13 05:08:46 |
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Exproad, Improad, Reroad! |
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It was the Ludum Dare #13 contest this weekend, and I found some time to put something together. The theme was roads.
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Posted on: 2008-12-08 00:31:29 |
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Deadline extended! |
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The Retro Remakes deadline was extended a week! Woohoo! Unfortunately that means I might not be doing Ludum Dare #13. Well we'll see... I might need to take a break from break from game programming. (Programming Playing In Traffic for work, programming LCR for Retro Remakes, then maybe programming something else for Ludum Dare. Whew!)
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Posted on: 2008-12-04 16:31:20 |
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More fun stuff |
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Well, the end of the contest is coming soon (Saturday) and I guess I've got a decent amount of stuff done to the point where I will have something to turn in. Unfortunately, that something isn't nearly as good as what it could be, but it happens.
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Posted on: 2008-12-04 16:06:32 |
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Frame rate |
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I don't know why YouTube made the frame rate of that video so damn awful. This might eat up my bandwidth but whatever.
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Posted on: 2008-11-19 16:15:32 |
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Pixel explosions! |
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Lots of good work has happened on LCR in the past couple of days. I've got really really really basic enemies made, as well as really really really basic attacks and health. I only put those in, however, in order to test out the particle effects that happen when you kill somebody. They are polished, done, and look really cool. Plus there's a basic UI that the pixels fly into when you pick them up. Nifty!
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Posted on: 2008-11-19 15:43:35 |
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LCR Still going... |
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Yup, still trying to get work done on my game for Retro Remakes. Although spare time and my willingness to spend even more hours programming comes and goes, I'm making fairly steady progress at this point. Tonight I finished creating the basic framework of the game; everything from the model to the controller to the world can communicate in a basic fashion. More important than that, however, is that the back-end for all the different utility stuff is a good ways through. I've got a pretty complicated utility that rips variable sized sprite sheets very quickly in there, allowing me to save gads of memory I would otherwise lose if I had every single image separate like I usually do. Absolutely all of the character's actions are currenly in one 8kb sheet that takes milliseconds to load into multiple (77 to be exact) OpenGL sprites on startup.
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Posted on: 2008-11-17 03:51:28 |
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OpenGL Stress Tests |
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I moved my little stress test application to OpenGL and the results are absolutely ridiculous.
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Posted on: 2008-11-06 03:50:17 |
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OpenGL |
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I just messed around with it a bit more and, in conclusion, Java2D is teh suck. I'm going to make yet another app in LWJGL. Oh well. I think I can generate new textures on the fly to deal with problem #1 that I posted below. |
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Posted on: 2008-11-05 04:15:25 |
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Retro remake stress test |
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Well I did a bit of work tonight on my game for Retro Remakes, and basically I've got a very basic game loop running that draws a bunch of randomized pixel images to the screen, rotates them and makes them fly all around. This is put to the backdrop of a screenshot from the original River City Ransom.
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Posted on: 2008-11-05 04:08:32 |
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Alive! |
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Yes, I'm still alive! I'm working in San Francisco as a professional video game programmer, and doing so has eaten up almost all of my hobby programmer time. We're working on a really kickass game which I will be able to announce sometime in the nearish future. Also, the company is called Raw Meat Games, or RMG for short.
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Posted on: 2008-11-04 14:09:13 |
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2 Entrants |
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Because of timing, bad sprite sheet, and more, JGO Comp only got 2 entrants. Still, both games are cool and if anything good resulted from it then that's something.
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Posted on: 2008-08-26 14:29:58 |
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JGO Comp 2008 |
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Well, I started a game competition for Java Gaming and that's been underway most of today. Even though about 12 hours of the 84 hour period have gone by, I've only programmed about 3 of them. Too many things going on today. But, those 3 hours went very well and I've already got the game loop, drawing functionality, and physics programmed and ready to go. I haven't gotten mouse interaction working perfectly yet, but it's almost done.
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Posted on: 2008-08-22 23:51:43 |
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Status |
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Most of my time has been spent applying for jobs and doing challenge programming assignments for them. I realized during one that I really need to brush up my skills in C++; but that's neither here nor there.
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Posted on: 2008-08-18 14:04:49 |
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Resume updated |
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I've updated my resume, which was long overdue. I was sending out a significantly more revised version to employers but had never updated the website. Now all is well. |
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Posted on: 2008-08-12 18:56:53 |
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Booooring... |
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Phew, I never realized how boring it is to program a game like Dominos. All of the technical questions you need to answer are stupid ones, like where and how the user should click for each Domino. Also, because I'm allowing up to 20 or 30 points per side on my Dominos (a user-controlled number, basically), I had to figure out a systematic way to draw the dots. Doing so was surprisingly irritating. I've got that working, and most of the initial source code done, but I still haven't even run it, so I'm sure there's plenty to change. |
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Posted on: 2008-08-11 19:32:38 |
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Dominux |
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I started working on Dominos, decided to name it "Dominux" because that sounds sort of cool or something.I realized that I don't really care too much about the game of Dominos, but I'm making it anyway. The potential trap of programming something you don't care about is that you go away from it in order to play Final Fantasy Tactics.
Certainly the game might have certain alluring qualities of its own, but in any case, Dominux will be on its merry way soon enough. It's also sort of maddening not having a job or school or anything else. I'm very good at getting work done independently, but I frequently have the feeling of, "oh man, isn't there something I'm putting off right now?" And then there isn't. I literally have nothing I need to do. And it's crazy. How do the retired handle it? Back to Dominux. I decided to represent the board as a linked list of Domino pieces, which have two number values (like an actual domino), and then up to 4 links to other Dominos. I only need to point to the very first Domino, which helps things along. I'm debating on the most efficient way of storing the networked game objects. The only important Dominos in terms of logic are the leaves - that is, ones that don't have a link. The linked ones obviously don't count towards the total and each person's score. I might be able to streamline the process by only sending the outside Dominos. |
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Posted on: 2008-08-05 02:40:23 |
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Coming Up |
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As two preparations for getting Voodoo Vendetta fully off the ground:
The Dominos should take me a day or two (starting Monday), then the tank game should take another few days. Then I'll start in earnest on Voodoo Vendetta. I don't think that Game Gardens will necessarily be able to handle 8 players who are working simultaneously, but I think I can reduce packet size enough that it could work. Basically, the Game Object for VV would need to have the positions of all the players and their spells, as well as any geometric changes that have happened to the level. The player and spell positions are pretty tiny and not very demanding (probably at most 20 vectors plus 20 ID integers, so like 320 bytes or so), but the subtractions in level geometry could become pretty darn big. As an alleviation, I'm thinking I will have the server send a change for about 10 timesteps, then will remove the change from the list. The clients will copy the changes into their own personal lists. The only risk here is that if a client lags for a particularly long time it can create asynchrony. In any case, I've got to keep the amount being sent every timestep pretty low, because if I try to demand more than around 1kb/sec/client it will be much to large. I might also limit each player to one spell at a time, which would reduce the maximum objects on screen to 16. So, that's where my brain is going. If all else fails, I can made VV a turn-based game. That would naturally reduce much of its appeal, but you do what you've got to do. |
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Posted on: 2008-08-02 13:56:00 |
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Back from Costa |
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I'm back from Costa Rica, I'm planning on developing Dominos or something for Game Gardens to get back into the swing of things. |
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Posted on: 2008-08-01 18:23:17 |
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Life, The Universe, and Everything |
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Well, I haven't updated this page in a couple of weeks, mostly because I don't really have a home right now and I'm all over the place with jobs and applications. I had training for Adventures Cross Country for 11 days, which was certainly an interesting experience. A lot of fun, a lot of good people, a lot of redundant information... it was still a good way to spend the time. I leave for the trip in the near future, so that will be no updates for a month or so. I also adapted Sinuosity to Game Gardens, which you can find here: GG Sinuosity. Unfortunately, I received a very cryptic response from Three Rings when I submitted the game as the challenge assignment. It basically went along the lines of: "Sorry, we don't want you." It could have been a big blow to my programming self-esteem (which it was for a few days), because they had seemed very interested in me until they saw my game. But, I soon realized that the real reason was that I hadn't paid total attention to their directions: "Do something that works very well, not something that works okay and is impressive otherwise. Don't spend time on graphics or polish. etc." If you do check out Sinuosity on Game Gardens versus on my site, you'll notice that the Game Gardens version is clunky and with many little bugs. The reason is that I rushed to send it, spending about a week and a half on making the game, and only two days on adapting it to Game Gardens. Still impressive, in my mind, but I didn't follow the directions. A good lesson. So, I'm looking for other jobs again. It looks like I'll have one, I've got interviews and all that coming up before I leave for Costa Rica. It's likely I'll apply again for Three Rings in the future, but who knows what will happen. And that's about it. I'll have one more post before I depart North America, so expect that sometime in the future. Oh, I also created T By 3, which was what I should have turned in as my challenge in the first place. It's incredibly simple (3D Tic Tac Toe with a modifiable board size), but has no bugs at all. Took me less than a day to make it, rather than two weeks. (6 hours versus the 80 hours spent on Sinuosity!) Check it out if you want. |
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Posted on: 2008-07-07 15:26:50 |
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Sinuosity! |
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As a challenge assignment for a job, I've spent the past week and half working on a game called Sinuosity, which can be best described as a sort of dungeon crawler / maze solver game. I took a lot of the code I made for Ah, Maze! for the game, so the mazes are quite complex.
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Posted on: 2008-06-08 17:44:50 |
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Graduation and a bit of Voodoo |
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There obviously hasn't been an update here in a while. The reason for this is that I graduated college last weekend, and so my life is in a busy state of transition. I donated half of my belongings to Salvation Army and packed the other half away to San Francisco, then traveled by car, plane, and train for about 3 days. Now I'm visiting my family in Connecticut.
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Posted on: 2008-05-31 13:59:16 |
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Piers's Words |
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I found the student employee of the year nomination form I received last year as I pack all my stuff to move out of Redlands. Reading some of the incredible things Piers Britton had to say about my work made me feel all fuzzy inside. :-)
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Posted on: 2008-05-21 18:01:16 |
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All executables added |
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I have finally included an executable version of every runnable program or game on the website. A lot of these are Java Webstart, some are simple downloads (resulting in a JAR or some other file), and a few can't be run at all for various reasons.
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Posted on: 2008-05-18 18:46:39 |
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Agent: 00PK - Big Update |
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I should have posted this earlier this week, but better late than never. I gave a big update to Agent: 00PK, which everyone should check out.
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Posted on: 2008-05-16 13:37:06 |
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Site Finished |
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Well, everything is finished, except for a few nitpicks and downloadable versions of some games. However, I made small stub banners to the right (as you can probably see) for some of my more important or better built endeavors, I created the Spacebar/Time Continuum developer's video, and I updated my resume.
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Posted on: 2008-05-05 19:01:39 |
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Portfolio Up |
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I created the portfolio just now, which was nothing more than copy/pasting half of the apps and games (the better half) and changing the formatting a bit. However, that marks off the last offending section of the site that has absolutely no completion on it. The bar to the right needs to be complete and I need to create the video for the Spacebar game, but pretty soon the site will be complete enough that I'll be able to focus entirely on improving my games. |
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Posted on: 2008-05-03 02:48:04 |
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Apps Done! |
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The apps section is finally done. I still need to provide Webstart and downloadable versions of a lot of the games and apps, but I've finally got all the individual page links created.
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Posted on: 2008-05-03 02:23:59 |
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What I've been doing... |
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There have been a couple days of silence here, but I've had plenty to do and I've been doing it. I was looking for a screenshot of my maze solver application, and in doing so I ran the code I had. I wasn't impressed. The program was buggy and didn't work well. In order to have something worthy of putting on my portfolio and also to satisfy my thirst for a hack, I reprogrammed the entire thing.
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Posted on: 2008-05-01 22:33:07 |
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Wikid Fun Search and Jario |
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I added a Webstart version of the Wikid Fun Search, and I've been happy to say that it runs smoothly with little to no issues. There are potential problems with bad socket streams if you play with a lot of players, so I'm adapting it to a massively online MySQL version. That should be done sometime soon, but until then you can play with sockets.
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Posted on: 2008-04-27 05:40:15 |
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Games up |
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I've just finished putting all of the games up in the games section. Only Agent: 00PK is playable at the moment, but that will soon be remedied when I've exported all those games to Webstart. But hey, it takes a while!
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Posted on: 2008-04-27 02:45:38 |
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Welcome! |
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Here's my first blog post. This is sort of testing out its functionality, but also it's a general welcome to the site. Cross your fingers the programming works, but I think it does. Hmm, should I test posting an image in here?
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Posted on: 2008-04-26 20:33:39 |












