Posts Tagged ‘ECS’

Settling In For 2 Days Of Microwave Meals & Junk Food

Posted by
Friday, April 25th, 2014 2:18 pm

This will be my second LD, and this year I’m taking a somewhat risky approach. I’ve been putting together a little entity/component/system in C++ over the last couple months, and threw a teensy little game engine on top of it with SFML. We’ll see how well it holds up 😛 (and if it doesn’t, I’ll get some work done on my engine :D). I’ll be working on throwing a few niceties into the engine in the next couple hours, in a last minute excuse for preparation.

My engine code is hosted on GitHub:

OK – time to run to the store to make some regrettable dietary decisions.

Let’s do this!

10 seconds … 9 … 8 …

Posted by
Friday, August 23rd, 2013 6:35 pm

Alright, I gotta say it’s not my favorite theme because I think we’re going to see a hundred McPixel clones, but you could all prove me wrong, and then I’ll be all stupidy so and so for saying it. Okay, let’s do this! I’m game. Gonna find that box, think out of it, and then smash it with a wrench and set it on fire. Then gonna grab another box, say from some homeless dude, and burn that box too. I mean I’ll make sure it’s empty first, I’m no murderer. But all boxes must burn! BURN!! Sorry I burned your house, dude. :(

It’s time for that thing again

Posted by
Wednesday, August 21st, 2013 3:30 pm

It’s compo time! This will be my third compo (four if you count a two-week mini-LD, which you probably don’t, you big meanie). I failed to complete my first LD comp and barely scraped together a working single level for my second LD compo. Right on. The mini-LD was alllllmost fully working, but still key things got dropped proving that I will always code up to the time allotted…

Editor: Sublime Text 2
Language: Haxe 3/OpenFL
Framework: HaxePunk, HaxePunk-AI, Ash-Haxe (ECS)
Visuals: Photoshop, FilterForge
Audio: Audacity, Bfxr, Renoise and some plugins
Version Control: Git … maybe
Base Code: GitHub (older) and zip (latest).

For base code, I’ll be borrowing as needed from my LD26 entry, which is on GitHub, or more likely I’ll be borrowing from this zip. That’s pieces of my fugly source code for reRocket — an attempt to flesh out my LD26 entry Mass Splitter into a fully playable game. I’m still working on it. Of course. The zip has most of the render/input/util frameworky entity-component-system stuff I’ll probably use and regret doing so.

I’m severely sleep deprived at the moment (thanks, insomnia! wooo! you rock!), which I hope to a’right by the time the weekend rolls around or my entry might wind up terribly silly.

Good luck everyone!

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