Ricky's blog

Adventures in compiling for Mac OSX

I've come to the conclusion that the module auto-downloader concept I'd been working on was not useful to implement - there's no ability for it to scale. With potentially dozens or more of modules for the engine being possible, there's no sane way of building an auto-downloader that can be easily maintained and kept up-to-date. It is much simpler just to provide simple instructions for how to install a module and let the users get them from wherever they want to get them. Thus I've turned my attention to getting the codebase compiling and working on OSX.

Quaternion-based rotations added to NLS

After an unexpected amount of work - and some "minor" interruptions like almost losing my vehicle's engine due to buildup in the oil passages - I finally got the Rotation data type into the script API. Each API method is fully unit-tested in AngelScript using the unit test library I wrote.  Using unit tests has saved my bacon more times than I can count thus far!  While I used to just write quick once-off tests or just stepped through my code in a debugger to see if I got something right, the unit tests keep me from having to do that over and over again.

Rearranging Pivotal Tracker

I've been a fan of Pivotal Tracker for several years now.  It's helped me organize and schedule iterations for everything from work tasks to school projects and more - all in the nice, fluid "Web 2.0" manner we've been coming to expect from modern web applications.  It's been great - until one day I suddenly needed to do some reorganization that required opening several panels at the same time.

NLS Game Engine version 0.1 release

Version 0.1 of the NLS Engine has been released!  Check out the updated documentation and download the binary release.

Rebuilding the script interface for NLS

Back when the NLS Game Engine was the school project, named "Saturn V" after the rocket of the same same, Adam and I pretty much threw the scripting interface together at the last minute just to get our game demo put together - the team that was assigned the task had no programmers, leaving all of us in a bit of a bind; one of the hazards of taking school courses.  When we rebuilt the code and created NLS we kept a lot of the same hodgepodge scripting interfaces, putting in more as needed to get our final game projects produced.

SAM:DATA vs Dr. Mal Ware II released for PC!

SAM:DATA vs Dr. Mal Ware II: Saving Your Friend’s Computer From Being Taken Over By An Evil Overlord, or How to Defeat the Evil Doctor Again, the fast action game produced by RWC Productions, is fresh off the press!

Be sure to check out the game manual, written in fresh HTML5 goodness, and then head on over to the download!

SAM:DATA vs Dr. Mal Ware 2 soon to be released for PC!

SAM:DATA vs Dr. Mal Ware 2: Saving Your Friend’s Computer From Being Taken Over By An Evil Overlord, or How to Defeat the Evil Doctor Again is about to be released!  I've been working every morning and evening since my demo at GDC2012 to get and the new tutorial level in the kinks worked out.  It's been a rush, and the feedback I got from GDC was amazing - everyone who played thought it was great.  

LiveScribe Pulse Pen Borked

I'd nearly forgotten I had one of these. If you're not familiar with these amazing pens go take a look at their website: LiveScribe.com However, since I'd forgotten it for several months, it's battery has naturally drained. This wouldn't be so bad, except that it's now refusing to accept a charge. So I started some testing:

Back up again

After losing my database during a system update (bad admin! Wait, that's me!) I'm back up and running. Good thing I backed up all my client's data, just too bad I forgot mine. If anyone has a copy of the one interesting article I wrote on here I'd be glad to see it again! (I've even forgotten what subject I wrote it on... :P) Oh well. Hey, at times it's good to start fresh! :D And this time I promise to keep regular backups... Now to get that backup script written....

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