Holiday Direction

The updates have been fairly sparse recently, but as Christmas (or equivalent) approaches everyone gets pretty busy. Fortunately, a few of the things I’ve been very busy with are Piemaster-related: I’m breaking some new ground with Forgbook and Buffex, and exploring a couple of other potential projects on the side.
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Artemoids now on Softpedia!

Softpedia logoJust dropping by with a quick note that Artemoids is now available on Softpedia!

I was entirely unaware of this until I received an email this morning telling me as much, and honestly I don’t understand why, but hey! If someone enjoyed it enough to bother submitting it, then I’m not complaining! Then again, it’s listed…
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Jario Update: Sounds and Semi-Passability!

Yes, thank you Chrome, only one of those is a word, and yet Jario now has both! Sounds were ridiculously easy to add through a generic SoundSystem with a handful of static sounds (courtesy of http://www.freesound.org/) and a static queue-push method, and then the single-line calls were peppered throughout the systems as required. The result is a game which is a lot more fun to play! Despite still being about 60 seconds long.

The issue of passability is a more technical one, and one I found quite interesting and challenging, and so naturally a lengthy discussion follows! Fun!
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Retro-introducing: Shadow Quest

A couple of years ago, I took a subject at uni called Object-Oriented Software Development (433-294). Although I had already introduced myself to OOP, this was the best subject I’d ever taken, because the OOP paradigm was my favourite thing about programming, and it’s always worthwhile learning important things formally. On top of this, we had a fantastic lecturer (Shanika Karunasekera) with a bold plan to inject some life into the otherwise tiresome semester project – instead of building a generic banking application or similar, we would be writing a game.

This was, of course, right up my alley, and ultimately the result was Shadow Quest.
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Introducing: Artemoids

As I mentioned previously, I’m back to work, and my first order of business is playing around with Slick and the Artemis framework. To that end, after a mere day or so of coding, I’m pleased to present Artemoids, a simple Asteroids clone using the Artemis framework. I’ll talk more about the framework soon, but suffice it to say that it is incredible, and exactly what I’ve been looking for on and off over the past couple of years.

So. Artemoids is a simple, top-down 2D game in which you fly a ship around in space (zero gravity) and shoot asteroids. If an asteroid hits your ship you die, and when you shoot an asteroid it splits into two smaller asteroids. That’s pretty much it. There’s really no win/lose conditions, because I don’t intend to make a full game out of it; it’s primarily a test and demo of the Artemis framework, and something easy to cut my teeth on to kick off the holidays.
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