Posts Tagged ‘Angelscript’

End of day 1

Posted by (twitter: @Ananace13)
Saturday, December 12th, 2015 10:16 pm

So, I decided to tackle one of the game ideas I originally didn’t plan on doing – changed my mind after some quick prototyping.


Behold, rythm-based two controller input;


You’re controlling a robot, which will have certain tasks to accomplish on each level. Your method of control are through word/nibble/4-bit commands that you enter with zeroes and ones. As you progress through the levels you’ll unlock/learn more opcodes and will also get level specific versions where you control different robots that have very specific tasks.

The current list of base opcodes – what will be the base OS of all robots – fill the 1 and 2 bit commands through the following list;

  • 0 – Full stop
  • 1 – Full speed forwards
  • 00 – Half speed forwards
  • 01 – 90-degree turn left
  • 10 – 90-degree turn right
  • 11 – Half speed backwards

Three bit opcodes will probably be the ones you unlock/learn during the campaign, with four bit codes being specific to certain robots or certain levels, but we’ll see what I decide on when I get there.

You can find the source code on my GitHub and there’s a prototype uploaded for those who want to try it without having to compile it themselves. Windows only at the moment, but the code should work on Linux as well, I just haven’t sat down to make sure about that for a while so I can’t promise anything.


Also, fully scriptable and hot-reloadable. Going to make heavy use of that now that I have to make all the levels;


All in all, I’m very pleased with my progress, and I hope to be able to finish up at least a basic campaign before the deadline, as well as some basic menus and tutorials.

I certainly hope you’ve been having as fun as me so far too.


// Alexander “Ace” Olofsson


Posted by (twitter: @Ananace13)
Saturday, December 6th, 2014 4:21 am

So, a couple of hours into the LD. I think I’ve got my main game idea thought out now, so feel free to enjoy this little example picture:  (Disregard the fact that Sublime Text says I’m writing ActionScript. It’s really Angelscript code)



I think my game will be something of a four (or five, six, one hundred twenty eight) in a row, where each square is a minigame that you capture by beating the last persons highscore. If any of you have ever heard of the old game Teazle, then that’s where my inspiration’s from.

Going to start with a hot seat multiplayer and then see if I can set up a simple TCP based protocol once that works well.


Hope the rest of you have seen progress as well, and happy coding.

Last minute preparations

Posted by (twitter: @Ananace13)
Monday, December 1st, 2014 1:20 pm

So I realized that I haven’t spent the proper amount of time actually preparing for this LD compo, which means that I’m going to be doing a bit of coding right up until the compo itself starts.

Since I’m doing my entry in C++, like I tend to do, I have to write up all the utility code that I’m going to use during the compo itself. So I’ve set up a GitHub repo where I’m writing up this code, and I’m doing it properly this time. With test cases and the “engine” separate from the game code itself. (Not an engine per-se, more a large bunch of useful snippets and classes)

Though I guess that since I’m planning on doing as much of the game as possible through scripts the whole separation is a moot point.

Either way, you’re welcome to see the code skeleton as it fleshes out to something that can actually be used. Going to tag, branch, and try to keep the game code split from the rest. Maybe the framework will end up as something other people might be able to use after all.

Feel free to watch the progress at and I wouldn’t mind hearing any suggestions you might have for useful things to include into such a framework. And feel free to throw issues at me if you find things that are just plain wrong in the code, constructive criticism is always welcome.


Happy coding to you, and I hope you’re better prepared than me for what’s coming.

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