in order to comply to the new game theme for the month , i'm trying out a new löve based framework, arquetype, formely known as ënvy.
let's see how it goes, compared to the other side of the ring, pässion.
game on!
Para o conteúdo | Para o menu | Para a pesquisa
Sábado, Janeiro 9 2010
Por Luis Correia em Sábado, Janeiro 9 2010, 14:35
in order to comply to the new game theme for the month , i'm trying out a new löve based framework, arquetype, formely known as ënvy.
let's see how it goes, compared to the other side of the ring, pässion.
game on!
Quarta, Dezembro 30 2009
Por Luis Correia em Quarta, Dezembro 30 2009, 23:31
and this work is so hard, that I've been doing exactly nothing, go figure...
anyway, my first game, Números, gained a lot of visibility, and believing in Google Analytics, I almost had more visits to this micro blog then to my main website.
well, let's see what 2010 brings in terms of being able to do more in this fascinating world of computer games, be good you all!
Quinta, Outubro 15 2009
Por Luis Correia em Quinta, Outubro 15 2009, 19:31
since a lot of my friends bitched about the games size, I decided to do a shrink-wrap.
the game is now windowed and with a resolution of 800x500.
no gameplay has been changed whatsoever.
again, enjoy!
Terça, Outubro 13 2009
Por Luis Correia em Terça, Outubro 13 2009, 12:00
in order to be active in the awesome Experimental Gameplay project, i've managed to make my own first game!
it took me most of last saturday.
Números
it was written entirely in Lua, using the awesome rapid-prototyping Löve engine.
the gameplay is very basic:
a random number is generated as the target you must reach,
you have two numbers that scroll the screen,
and your cursor is the operation you perform,
the top left-to-right number is the left side of the operation,
the bottom left-to-left-to number is the right side of the operation,
the right mouse button selects on of the four basic math operations,
the left mouse button makes the operation and adds it to the total.
you win if you match the target number, you lose if the total goes over.
the download link can be found here: numeros and you'll need the Löve 0.5.0 binaries. so far i've tested both Windows and Linux, and it should also work in Mac.
comments are very welcome!
Terça, Fevereiro 10 2009
Por Luis Correia em Terça, Fevereiro 10 2009, 08:18
what I feared most has happened
the engine's author is slowly loosing interest in its own engine, probably with real-life related issues.
we understand and respect it.
but now, we're at a standstill in the middle of a crossroad. where should we go next?
two major choices, running around trying to find a new engine with our requisites (*) or fork his code into our own engine, trying to build upon it, with our own decisions and mistakes.
the problem with the second choice is that we can't know what was in the creators mind for some particular unfinished code. and also the global view of how it should be done is also not clear.
in our first tests of game functions, it looked very promising and it would be a shame having to go out and find another.
let's hope for the best
(*) PC, Linux and MAC OS/X, C++ engine code, Lua scripting, all in any opensource licence, preferably LGPL.
Domingo, Fevereiro 1 2009
Por Luis Correia em Domingo, Fevereiro 1 2009, 13:24
after having kinda contracted new members for the team, i've started to work in testing a very simple Lua code for our engine.
hardcoded paths in any source code is something that I completely hate. having being victim of my own code way too many times, I choose now to point my finger at gents that still choose to write code this silly way.
I forgive Jeroen for this because the presented code is not supposed to show production quality, but rather functional code. No problems here!
But I really need to put this obstacle behind me with some clever code, while being also very very lazy, I've overcome my initial fears. the code I produced is not 100% effective, but does the job better the the old, hardcoded stuff :P
this is still ineffective (two files with essentially the same code) but better then before.
cheers!
Quinta, Janeiro 15 2009
Por Luis Correia em Quinta, Janeiro 15 2009, 19:19
in a ice block actually...
actually no, i'm joking, what I did was insure that a certain coleague was available to make some graphics for our game.
while this is not really required at all, this will insure a future cooperation 
in a similar subject, music is also in back-order mode, as the musician is currently unavailable
let's hope for the best :P
Terça, Janeiro 13 2009
Por Luis Correia em Terça, Janeiro 13 2009, 21:26
back to my sparse ramblings...
i've been planning how to make a layered technique to best suit my gaming plans.
here's a drawing 

Sábado, Janeiro 10 2009
Por Luis Correia em Sábado, Janeiro 10 2009, 21:50
it's true, development continues... very slowly. engine picked, technology choosed, and scripting language just I was hoped for, Lua.
now focusing on the tech trees for the two factions we'll have.
Terça, Outubro 21 2008
Por Luis Correia em Terça, Outubro 21 2008, 12:55
does not mean I'm sitting down waiting for code to write itself 
it just means that I'm busy with some other stuff, also important in life
until then, do as I so, patiently wait.
Quinta, Agosto 21 2008
Por Luis Correia em Quinta, Agosto 21 2008, 22:30
after fooling around with some stuff, a rethinking was needed. dropped all the thoughts and ideas about 3D engines and focused on 2D engines for a start up idea (thanks to Matt, really).
and after some searches around found a nice one, JEngine SSE.
so, Lua scripting is really all I need to know now, no more wasting time over the engines :D
Quinta, Junho 12 2008
Por Luis Correia em Quinta, Junho 12 2008, 18:05
it is hard to be on vacation and think about game design. I sure try to do it with little to no avail 
the basic unit design is done, some tests were done concerning Lua code specifications, but I'm miles away from something truly useable.
the game tick design code is also somewhat foggy, lots and lots of time will be spent on just doing it. and since I got little to no input on it, its hard to think it will be ever done.
'till then, have fun, I sure will 
Sábado, Maio 24 2008
Por Luis Correia em Sábado, Maio 24 2008, 11:22
... sort of
finally the first stone is placed in it's final position.
it begins here.
during the next years or so, me and my trusty team of bad developers and bad artists, will struggle through what we think is the best way of writing a game. it's not like we ever did this before
we didn't 
but it's a good way to pass our time and burn the eyes, flame each other and ultimately make some cash out of it.
my first idea was to make an adventure game, as it is one of the most exciting games to play, but... it is single player and most of the guys I know, like to play stuff online.
so now I'm looking forward into RTS games, the ones where you build stuff and blow up your opponents 
let's wait for the best.
the game engine will probably Open Source released under some sort of GPL license, in order to please most.
But the game content and the level loader will probably be closed source and proprietary, as it is where all the meaty stuff is.
bye for now, we really hope to hear from you!