Posted On: Wed 14 July 2010
Ticket #17 has officially been closed (https://fedorahosted.org/fortune_hunte r/ticket/17). There will be more discussion on what I can further port over to the Game Engine; as Justin and I believe that porting Fortune Hunter over as a proof of concept has been a success. ...
Posted On: Wed 14 July 2010
So as of last night the animation systems are in a pretty good place. I have most of it done and am moving on to the final piece today. Overall things are going pretty well with it so far. The rotation stuff is still giving us problems but we have decided to put it on hold until we have everything else complete. This way we will not be held up by it and fall behind schedule. I expect that once we get away from the problem and stop thinking so much about it we will come up with a solution because ...
Posted On: Tue 13 July 2010
Battles are almost 100% finished. Players can now kill all enemies and move further on into the dungeon. The one thing left to implement is item drops. The whole process has been a very good proof of concept for the game engine itself. ...
Posted On: Mon 12 July 2010
Today has been pretty successful but there has been one big issue. So basically I have been working on getting all of the basic functionality of our animated objects in place so testing can be run to make sure they work. I finished that up, started testing, and found a huge problem with the way I have been rotating images. So basically when an image is rotated by a number of degrees that is not divisible by 90, such as 10 or 15 or 45, you are creating an image that is not a square or a rectangle ...
Posted On: Mon 12 July 2010
As you may have read, this past week the entire FOSS-box roadtripped to Boston for a hackfest at OLPC headquarters. Though we don't work on the XO laptops, CIVX was also able to tag along, and it's a good thing we did - the opportunity to work in person with Luke again was invaluable. It's awesome what can get done over the course of eight hours in a conference room with a bunch of hacker extraordinaires! I made a lot of progress with the person dashboard widget while in Boston. The headshot sc ...
Posted On: Mon 12 July 2010
So last week was pretty eventful. We visited OLPC headquarters for the Hackfest and did some very cool stuff while we were there. JT and I really got to work on figuring out how the animation system would work and are now at a great point. Basically we are starting building the first iteration of the animation system this week and should have it feature complete by the end of this week or beginning of next week. We will probably still have little bugs to work out within the system at that point ...
Posted On: Sun 11 July 2010
A Proper Hackfest. Finally. 16 hour days. At least 16. Breaking only to eat and maybe grab a cig here and there. Deep. Real deep. Like, all the way down to the bottem of the stack. Opening up SQLAlchemy source, DBSessions, engines, metadata... super low-level Database/Datamodel hacking. Halfway through, Lewk and I looked at eachother and thought: > Did we dive too deep? Can we really build DynamicDataObjects on-the-fly? Are the Polymorphic Tables really supposed to be (ab)used in this w ...
Posted On: Tue 06 July 2010
So it is the beginning of week 5 which means we are almost halfway done with the summer and with this research. So this week is pretty eventful for us at the Fossbox. First we got off yesterday because it was the day after the 4th of July. Then today we have a normal day of work and then tomorrow we are all going to Boston for a Hackfest at OLPC headquarters on Thursday. We will be commuting to the Hackfest on Wednesday and coming home from it on Friday so both of those days are pretty much shot ...
Posted On: Fri 02 July 2010
I don't usually blog on Fridays, but I felt that finally finishing magic attacks is blog-worthy. Next up is calculating enemy attacks, dealing the damage to both parties and random battle clean-up. Then the battle engine should be complete. Commits -> http://bit.ly/aBVwd5 ...
Posted On: Thu 01 July 2010
The first thing I did today was make my code more pep-8 compliant by changing over global variables to local variables wherever present and making use of lists. All images are now converted to an easy to manipulate format for easier future rendering. After I got the correct reference glyph showing, and modified magic menu to have access to the list of which spell glyphs the player has got correct so far. Next is getting these to show up in the correct spots, and making the right functions match ...