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Withstand: Minions Quest | An Introduction

Posted on 01/14 19:32 in More | 0

What is Withstand: Minions Quest?Withstand: Minions Quest is a tower defense game featuring a group of heroic young boys and girls (all somewhere around 10 years old) that like to dress up as knights, magicians and other "DnD classes".

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My woes while trying to build UE4 from source

Posted on 06/15 22:49 in More | 0

Welcome to this special entry, [Monday] I have tried compiling UE4 from GitHub, But I am getting (semi) random ICE errors.Right now, When I see an ICE; I go ArggggThis is really frustrating!

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The Om Programming Language :) -

Posted on 01/14 21:03 in More | 0

The closest we come to constructors in Om are free functions that return an instance of an Om::Type::Object.Also bear in mind that Om::Type::Functions are entirely first-class entities in Om and can be assigned to variables or passed as parameters as simply as one would pass an Om::Type::Int or any other type.

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I am overburdened, begins. -

Posted on 01/24 18:01 in More | 0

This entry is the first one for the new game I'm working on called "I am overburdened" and the first one when I publish a video log entry too!Currently I'm at a point where the design documentation (and the feature set) is finalized and parts of the prototype is up and running.

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Adding MSAA and stream output support -

Posted on 02/05 02:21 in More | 0

The StreamOutputConfig class is a wrapper around D3D12_STREAM_OUTPUT_DESC that adds validation when setting the various fields and computes the stride in bytes for each output stream.So the code for creating the resource is:Next the stream output buffer view needs to be created.

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I am overburdened, loot is forever. -

Posted on 02/21 12:23 in More | 0

Sorry about that, but last week was spent only on "under the hood" stuff.So from now on, I'm going for condensed and "scripted" logs focusing on the features and development of the game.

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"The Harvest" Goes Live -

Posted on 02/24 03:25 in More | 0

So, the game we made for our "Week of Awesome" entry has finally been put up on greenlight.We have been working for several months porting it over to UE4 since the project was left aside when the primary programmer got hired on for Arma.

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The AI of Power Pong - Learning over time -

Posted on 02/27 12:23 in More | 0

In this entry I will be discussing the AI of Power Pong.A decision was made early on as to how the AI would work.

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I am overburdened, nobody make a sound! -

Posted on 03/03 15:13 in More | 0

My two completed games used pixel graphics and as a natural fit they were armed with 8-bit style sound effects.I'm even less qualified as a sound engineer than as an artist so take my words with a grain of salt!

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Journal #11: Combat Update -

Posted on 03/11 16:22 in More | 0

In my last entry I mentioned the few things that were really remaining for my tactical gameplay.I added a few more weapons definition entries and updated the ship definitions to be the owner of the weapon slots.

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