The Abandon Wars

Sunday, November 26, 2006

Yay! I can post a screen shot. Dave has drawn me a new button border which is much nicer than the crappy one I made.

In honour of this I've given the editor a new colour scheme which - uh well - doesn't actually work for editing... the old grey still looks fine though. Anyway, here the blue scheme is (the number on the right is the framerate):


I've also got a very early layout for one of the levels. I think it was stage five (you might recognise it from my very first post). This is a very big image (1600 x 1200) should you wish to view it in all its pointless glory... and the flowers are still there - I really should remove them at some point.


Most importantly though; I've rewritten a big chunk of the add and remove widget code. It's much more user friendly and actually cleans up properly after itself.

Today I'd also like to get a menu bar working but it will need quite a few new widgets and events so it's quite likely it won't happen.

And that brings me to the end of this post.

Later!

Thursday, November 23, 2006

Just a quick update. I've managed to get a fair amount of coding done but - unfortunately - nothing which is pretty and screenshottable.

What I've been working on is the messaging side of my GUI components and it's now basically done. This is possibly something that only I can appreciate but it's so cool watching all the little messages fly around as events occur!

Specifically the events which are complete are:

Mouse events: moving the mouse into or out of a component (like a button etc...); mouse button presses and releases within a component and mouse wheel rolling.

Focus events: fired whenever a component loses or gains the focus. ie: when the mouse clicks on it. I haven't implemented tabbing and shift-tabbing yet because focus cycling is a mission.

Motion events: which are fired whenever the mouse is moved. They're generally of no interest which is why they are separate from mouse events.

Key events: similar to mouse button presses and releases except they come from the keyboard.

Timer events: a coarse grained timer may be added to any component which can provided simple animation like a flashing cursor or fading.

Any additional events (like a button pressed event or a tab changing event) must be made from the above events.

And thats about it for this post. The only specific Space Crusade news is that I'm still waiting for Dave to rig me a marine and I haven't managed to get the nVidia debugger working.

Later!

Thursday, November 09, 2006

I have good news! I've finished setting up my computer again after it's little crash and burn/reinstall session a couple of months ago. What this means is that I've also pulled out the code to Space Crusade and started working on it again. Nothing noteworthy yet; but at least I feel inspired again...

The upside is that I probably will have something to post this weekend (as promised).

Later!

Monday, November 06, 2006

OK... So I've been playing MAME again instead of programming... I blame Dave, I still need to get a rigged marine from him. But in the meantime I have finally managed to complete R-Type. That game is just a little ridiculously hard! So in honour of me, myself and I; I'm posting a screen shot of my final score when I died against the Bydo battle ship on the second time 'round.


Unfortunately I managed to screenshot it with both import scores obscured (the final stage 8 and the total score 550600) ... Oh well, figures.

Lastly I do solemly promise that my next post this weekend will be devoted to Space Crusade.

Later!