News
Jan 31, 2002 at 7:37 am by Jay
Been working on those tiles! :)

Even though they aren't really masterpieces, at least they look like what they are supposed to!

Today I added a little bridge set to my tile collection. It consists of 7 different tiles to make up the whole bridge!

I also create a really terrible bush and rock tile - but they are so hideous I am ashamed to put them on the screenshot!

Anyways, take a look at the screenshot! I know on the left part of the bridge the 'hand-bar' is a little too skinny by a pixel or two. I will be fixing that in the future!

I also updated the AE page to show some newer screenshots. I got rid of those horrible-looking alpha shots from the first stages of the game.

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Jan 30, 2002 at 7:36 am by Jay
Most of my day revolved around getting a decent 'grass' tile down. It still doesn't look too good - but oh well. I went with it. It will probably change again anyways, but I wanted to make things look nicer.

I also created a nice 'dirt' tile and transitional grass tiles. By transitional I mean instead of just having a pure 'cut' from one tile to another, I have transparent parts to the grass tiles which makes it seem like grass blades are 'hanging' out over whatever tile they are next to (in this case the dirt tile)

Just take a look at the screenshot :) You'll see what I mean. Things look much nicer. (and never forget the water!)

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Jan 26, 2002 at 7:34 am by Jay
Exam week just finished. Bleh. So much testing! Ah well. I had a lot of free time, but I used it up doing things other than programming. Don't be too mad. I have a life outside programming too, you know :)

Anyways, I'm still waiting for my tester to give me some feedback. It's especially important because he is using a much slower system than I am, so I am wondering how LS Menu will hold up. It's always interesting to see how your software performs on multiple computers. Thanks to timers, you don't have to worry about it too much.

Thank you timers!

If you download SpaceyShooter you'll see what I mean. If you are on a really low end computer the story will scroll horribly slow - and if you're on a really high end computer the story will scroll too fast. I built it on a 600mhz computer. If you're around that amount then you are seeing the story just as it was supposed to be!

If you haven't played SpaceyShooter yet, what are you waiting for? Can you be my highest score? Maybe I should implement a high score uploader feature so everyone can post their high scores on my site.

I mean.. sure, it would be easy to cheat... but... oh well! :) Send any mail to jay(at)loomsoft(dot)net with any ideas about setting up a SpaceyShooter high-score page!

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Jan 23, 2002 at 7:32 am by Jay
I finally got the mail-names associated with my domain name working! Now I can receive mail at loomsoft.net. I have set up a couple of email accounts! The first and most important is jay(at)loomsoft(dot)net. Another one that I have created is support(at)loomsoft(dot)net. Send any problems you have with any games to that account :)

Happy mailing, and sorry about the shortness of this post - but prior to setting up this email, I haven't done any work on AE. *shame on me*

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Jan 22, 2002 at 7:32 am by Jay
I went through and fixed up my gross code for the text displayer. I was kind of fiddling around for a while with it so it was jumbled up and hard to read. I moved it all around, and also took out many redundant lines of code. I totally commented everything, which is always a plus.

I also went back into the AE Map Edior and converted the message editing and viewing code to work with the new system. It displays the box with a simple green color, with a vertical line on the right so you can judge how much space you have if you are going to show a picture. It's kind of tricky, figuring it out. The line is on the right, but when you use the engine the picture is on the left. Well, that's only because if you are typing a regular message without a picture it would have to start at the left. I did not want the user to have to pick if the picture is going to be shown when editing the message, but when editing the event that will show the message. Did that make sense? I hope so :D

Next on the list for things to do is to rebuild the basic core of the event editor. *shivers* I'm not too sure how I want to approach this. The way it was before the crash and code loss was very jumbled and aggrivating to program. I think I may need to take some time and get down linked lists from the Standard Template Library. I've looked at it a little bit, but I think it would greatly improve the stability and process of creating the event system. This is all still in the thought process, so nothing is etched in stone.

Now it's off to back up this work I have recently done (you can't do that enough - I know from experience :D).

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