2017-02-15 16:53:00 Posted by RetroZelda

Its been a while

I've realized that I have been neglecting to post anything recent, so I have decided to give a recap of what I have been working on the past year and a half. Dont worry, Ill keep it brief with only the highlights. So, first things first, I have done 2 Global Game Jams with some friends from work. For those unfamiliar with the Global Game Jam, its a world wide game development event where you have 48 hours to design and develop a game. In 2016, the theme was "Ritual" and the team consisted of a 3d character artist, a 3d animator, and 2 programmers. The game we came up with is called Stairway to Something(We couldnt come up with a name, so we left it at the temp name). It is a multiplayer game that can handle as many players as controllers you can fit into your computer before you overload your usb bus. Its a game where 1 player is a god, dropping boulders down at the other players. The god is trying to knock the other players off the screen, while the players are running up an aztec pyramid to try and get to the top. Upon reaching the top, that player sacrifices himself to ascend to the heavens to become the next god. I worked mainly on the input system, the gameplay states(menus), the actual game loop(winner detection, player role switching, etc), the god mechanic, as well as assisting everyone else with using bitbucket and git, assisting with content implementation, and basic design. While the other programmer did the other stuff. A link to this game can be found here: http://globalgamejam.org/2016/games/stairway-something. The 2017 Global Game Jam just happened, and I feel like it was more of a success. We had the same 3d artists, but we also had a UI artist and a sound guy. This year, I was the only programmer, so we picked up a student programmer/artist and she handled the camera(which works really well). The theme this year was "Waves", so we came up with out game called Tanks But No Tanks, which is a 4 player Sumo arena game with dinosaurs in tanks with unique weapons for each player. I then handled getting everyone setup on the assembla perforce server, all sound, art, and animation importing and implementation, the gameplay, helping the artists with how content should be handled, working with the sound guy to make sure sound implementation was to his liking, and pretty much working with everyone to make sure we were all on the same page. A link to this game can be found here: http://globalgamejam.org/2017/games/tanks-no-tanks Because of the game jam, I was featured on a local gaming podcast called Rocket Punch. To view the clip, where I sound horribly awkward, you can go here: https://www.youtube.com/watch?v=Fw3ez0J5CdQ. This was the first time I was in front of a mic, so I was not prepared on how I should handle my voice. Maybe next time. Also, I should note that I give my artist friends shit a lot of the time and we do have a back and forth on "Art is useless" and "Who needs a programmer". The art we have definitely drives the game because of their skills and resume's are really impressive and waaaaay beyond my equivalent. I'm not mentioning names because they cant see me admit that. Plus, they should be busy mocapping instead of reading this post :) I have recently started working with a group of guys in a side organization called Redstone Interactive(RSI) where I am the programming lead. Right now, we have 1 released project that I was the sole programmer on called "My Dy - 3D Dice Roller". It is available in the iTunes and Google Play stores. This app is an experiment on publishing to the app stores, handling in app purchases, and handling in app advertisements. With RSI, I have developed many systems that were for various prototypes, including gyro/accelerometer controls, gameplay event recording and real time playback, and a grid based system. I am working on a project right now that is getting close to a vertical slice. I have also started work on a few side projects, 1 with the 2 artist from the global game jam, and another was my own. I dont want to say much about the projects, as time has been limited, but I will put up a screenshot of my mobile game Streaker here: **EDIT: Decided not to have a NSFW screenshot(even edited. sorry). Just ask about it if you care :p ** At work, we have released the Go Army Edge Soccer app that I have worked on. There was also another Go Army Edge app that was in the pipeline that I was heading up. I was able to get a new framework layer implemented and reached out Alpha release. But, sadly, there was complications with funding so it is "temporarily" on hold. I do hope it comes back because it became my baby. I have since moved onto another team where I work inside UE4 instead of unity. I have already saw 1 app to its "release", and have been working on redoing UI for VR/Mobile on another that is at the end of its lifecycle and almost ready to turn in. Whoever said that mobile and PC vr needs to share a UI(or just have those as the available platforms) was a good idea to do(especially with a new UI so late in the development cycle) needs to do something that I cant think of(idk. its just stressful). Oh, the project is also ALL in blueprints. So. yeah. thats great. (I am strongly against large-scale blueprint use). But, on this same project, I am working on setting up a pipeline to easily render a matinee sequence into a 360 degree video. I love learning/experimenting with new things like this. Oh, and I was also able to be the first one in house to get a UE4 HTML5 build running on internal servers. It was easy to do at home, but the environment available at work isnt.... ideal(albeit i do understand the reasons why things are they way they are...). Finally, I have started experimenting with Sega Saturn homebrew, with mild success in the game I have been trying to find time to write. Between work and RSI, I dont have much free time to explore drastically different things like this, but I do love working in a low-level, poorly documented, area of code. Its my mental candy. That is the short version of the programming side of the past year and a half. I left out details on like 5 other projects that I have worked on due to them being radically strange ways of play. anyway.... Ciao fur niao.

2015-08-02 15:18:46 Posted by RetroZelda

Milestone Hit

A few days ago, I had hit my 1 year anniversary with HigherEchelon at Army Game Studio! Woohoo! I have also recently hit a personal milestone. I have a shipped title! My first one! Well, kinda. I do have completed work with the training IMI I have done in the past, but this is public! Check out what Ive been up to at work the past year: http://www.goarmyedge.com/ Ive had good times on this project, and bad times. The greatest hardship was World of Warcraft, but That is over and done with.... Hopefully for a while(I am an MMO addict...). And now its time to move onto the next step. Hopefully something where I am more involved! Only time will tell. Ciao fur niao

2015-07-20 14:47:26 Posted by RetroZelda

Games Section and More!

First post in a long while. Yolo. Pretty much been working on a few game projects. With is work, i decided to make a new Games section on the left side. over there. do you see it? GOOD! The first game I am putting in there is Princess Thing. This is a game i made years ago and I decided to have it public. It is also added to this post, so enjoy. You will see how i am unable to do art things. I have an upcoming game made in UE4 that I will be adding there as well. This section will mostly be for web player builds and so once I get the WebGL version of this running, ill add it! YAY! WOOOOOH! If not, ill figure out something else. Finally, i removed the Global game jam game because it is terrible.

2015-02-09 03:07:57 Posted by RetroZelda

3DS Hombrew - Remote Desktop

UPDATE: Because I love you Greetings, Earthlings.... i mean... uhhh.... hey! So my latest venture after my return to World of Warcraft is a remote desktop application for the 3DS. This is similar to my vita remote desktop, although I have much cleaner code, access to a non-sandboxed environment, and more insight on different languages. Now, I dont have a release build available publicly yet, as it still needs a lot of work, but I do have a proof of concept picture. YAY PICS! Essentially, The client is written in C and the server in C++. Shared utilities are in C. Why 2 languages? Cuz why not. I would prefer just c++, but I need all the resources on the 3DS that I can muster, so a lighter language is what i chose. Currently, I have sending input and mapping it to keys working next to perfectly. I was in a wow heroic dungeon for about 5 minutes with it before I got kicked for going too slow haha. The next thing with input will be mapping the touch screen to emulate a laptop trackpad. The screen capture is the main thing holding me back. I was lazy and didnt want to deal with getting libjpg or libpng working, so I am sending a raw 400x240 image to the 3DS. it takes time to send that much data and I just want to get core systems working and clean before I work on speeding that up. Aside from other cleanups, I will be releasing the source when I finally get to a point where I am proud of it. But, for now, i present you, A SCREENSHOT! WEWT!

2015-02-07 19:28:46 Posted by RetroZelda

3DS Homebrew Kick Off and Console Source

Update: There is now a console within ctrulib, so I recommend just using that. Plus, I wasnt using vsprintf() lol. I could update it, but theres no point now. So, with teh kick off of 3DS homebrew, ive been porting a 3D engine to it. Now, i dont have the game yet(i am on vacation, but it should be in my mailbox) so I can only test things with an emulator. But I have the engine compiling! Yay! No errors but infinity warnings. Oh well. I did also update the engine's input manager to handle all 3DS buttons, but I cant test it yet... ANYWAY! I needed a console to print to, so here it is. This is done in C and is based on the text drawing in Smealum's ftpony. I was doing something myself, but that was only wasting time trying to build the letters in a C array. oh well. Source is attached, and Here's the repo: http://www.bitbucket.org/RetroZelda/3ds_console.git

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