<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description></description><title>Claudius Taylor's Game Development Blog</title><generator>Tumblr (3.0; @lbolgatz)</generator><link>http://lbolgatz.tumblr.com/</link><item><title>I…I’m so sorry.

No I’m not. :D</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lub079KUe51r3i5hgo1_400.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I…I’m so sorry.&lt;/p&gt;

&lt;p&gt;No I’m not. :D&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/12474842426</link><guid>http://lbolgatz.tumblr.com/post/12474842426</guid><pubDate>Mon, 07 Nov 2011 13:47:33 -0500</pubDate><category>game</category><category>words with friends</category><category>scrabble</category><category>funny</category></item><item><title>Color Shot</title><description>&lt;p&gt;I made a game yesterday! It was good to get something out there. This one experiments a bit with some ideas I&amp;#8217;ve had about matching colors of shots to colors of enemies. Enjoy!&lt;/p&gt;
&lt;p&gt;
&lt;object width="550" height="400"&gt;
&lt;param name="movie" value="http://uploads.ungrounded.net/583000/583336_ColorShoot.swf"&gt;&lt;embed src="http://uploads.ungrounded.net/583000/583336_ColorShoot.swf" width="550" height="400" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/go/getflashplayer"&gt;&lt;/embed&gt;&lt;/object&gt;
&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/12474781291</link><guid>http://lbolgatz.tumblr.com/post/12474781291</guid><pubDate>Mon, 07 Nov 2011 13:45:30 -0500</pubDate><category>Color Shot</category><category>Flash</category><category>indie game</category><category>AS3</category><category>game</category></item><item><title>I’ve decided to go in a completely different direction...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/YJUJIMs_r3k?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I’ve decided to go in a completely different direction than before, and now my games will be in Flash (Actionscript 3.1).  The blue rectangle is being controlled by me.  The yellow one represents and enemy.  The gray area represents a barrier in the game, and handles collisions between itself and everything else that moves. The red square represents the collision box when I attack, and if you look closely you can see the yellow rectangular “enemy” get pushed away when my attacks hit it.&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/11549020688</link><guid>http://lbolgatz.tumblr.com/post/11549020688</guid><pubDate>Sun, 16 Oct 2011 19:57:16 -0400</pubDate><category>indie game</category><category>video game</category><category>game design</category><category>flash game</category><category>indie</category><category>game</category><category>development</category><category>indie developer</category></item><item><title>I’ve decided that the engine, as it is now, should suffice...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lspxitwnLg1r3i5hgo1_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lspxitwnLg1r3i5hgo2_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lspxitwnLg1r3i5hgo3_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;I’ve decided that the engine, as it is now, should suffice for my efforts at actually making a game.  Today, I’ve made a flat ground object with randomly-placed and randomly-sized buildings on it.  The ground also has randomly-placed water on it, for later functionality in the game.&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/11156730194</link><guid>http://lbolgatz.tumblr.com/post/11156730194</guid><pubDate>Fri, 07 Oct 2011 19:06:28 -0400</pubDate><category>game design</category><category>game development</category><category>indie game</category><category>video game</category><category>indie developer</category></item><item><title>Features Added:
-Weapons now deal damage to the player
-Damage...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/dQYAyGtUHlY?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;strong&gt;Features Added&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Weapons now deal damage to the player&lt;/p&gt;
&lt;p&gt;-Damage done to the player will cause a notification to appear informing the player of the direction of the source of the damage&lt;/p&gt;
&lt;p&gt;-Damage to the player now plays a sound&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/11126445716</link><guid>http://lbolgatz.tumblr.com/post/11126445716</guid><pubDate>Thu, 06 Oct 2011 22:30:00 -0400</pubDate><category>indie development</category><category>indie game</category><category>video game</category><category>game development</category><category>indie developer</category><category>games</category><category>game development</category></item><item><title>Features Added:
-Decals (bullet holes) no longer appear on...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/t1T35ThqWe8?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;strong&gt;Features Added&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Decals (bullet holes) no longer appear on non-stationary objects&lt;/p&gt;
&lt;p&gt;-Non-stationary objects are now propelled by impacts from weapon fire&lt;/p&gt;
&lt;p&gt;-Player hit detection from weapon fire&lt;/p&gt;
&lt;p&gt;-Other player with weapon that fires partially implemented (still buggy)&lt;/p&gt;
&lt;p&gt;-Other player’s weapons and sounds are emitted from its location and take distance into account&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/11078882985</link><guid>http://lbolgatz.tumblr.com/post/11078882985</guid><pubDate>Wed, 05 Oct 2011 19:48:34 -0400</pubDate><category>indie game</category><category>indie developer</category><category>indie</category><category>game development</category><category>video game</category><category>game design</category><category>programming</category></item><item><title>Features Added:
-Weapon dropping/picking...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/WO9qo-Iuq7Y?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;strong&gt;Features Added&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Weapon dropping/picking up&lt;/p&gt;
&lt;p&gt;-New machine-gun-like weapon (which implements the auto-fire feature)&lt;/p&gt;
&lt;p&gt;-Camera kickback when firing weapons (view jerking)&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/11035201458</link><guid>http://lbolgatz.tumblr.com/post/11035201458</guid><pubDate>Tue, 04 Oct 2011 18:13:14 -0400</pubDate><category>indie game</category><category>game design</category><category>programming</category><category>game developer</category><category>indie development</category><category>video game</category><category>video game design</category></item><item><title>Yesterday I promised and today I deliver!  We’re going to...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/lg1x7v3U310?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Yesterday I promised and today I deliver!  We’re going to have guns.  Lots of guns.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Features Added:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;-&lt;/strong&gt;On-demand reloading&lt;/p&gt;
&lt;p&gt;-A new shotgun-like weapon&lt;/p&gt;
&lt;p&gt;-Weapon switching (and the ability to have more than one weapon)&lt;/p&gt;
&lt;p&gt;-Decals (bullet holes) remove themselves after a while&lt;/p&gt;
&lt;p&gt;-Weapon impact control implemented (how many objects does a weapon’s shot go through before stopping)&lt;/p&gt;
&lt;p&gt;-Weapon fire/auto-fire control implemented (click for each shot/hold down to shoot)&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10994560425</link><guid>http://lbolgatz.tumblr.com/post/10994560425</guid><pubDate>Mon, 03 Oct 2011 18:21:35 -0400</pubDate><category>indie game</category><category>indie developer</category><category>game development</category><category>video game</category><category>programming</category><category>game design</category></item><item><title>10.02.11 - Weapons, Items, Health and Armor</title><description>&lt;p&gt;All code today, but some pretty exciting stuff&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Features added:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;-Support for items with health, items that can be picked up and dropped&lt;/p&gt;
&lt;p&gt;-Player health, armor, multiple weapons, item inventory&lt;/p&gt;
&lt;p&gt;-Weapon changing and weapon change delay control&lt;/p&gt;
&lt;p&gt;-Framework laid for damage system and healing system for game objects with health (including players)&lt;/p&gt;
&lt;p&gt;-Warning debug message system for non-fatal unsafe operations&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10948387247</link><guid>http://lbolgatz.tumblr.com/post/10948387247</guid><pubDate>Sun, 02 Oct 2011 16:17:00 -0400</pubDate><category>game design</category><category>indie game</category><category>video game</category><category>programming</category><category>indie development</category></item><item><title>Again, this won’t be a super exciting update, but I have...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/xo7IK4txw5A?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Again, this won’t be a &lt;em&gt;super&lt;/em&gt; exciting update, but I have managed to get some pretty important things done.  I’ve reorganized how weapons and the HUD work, and tied together some pretty big things in the code.  I’ve also added a new section, Engine, to &lt;a href="http://www.toodledo.com/tasks/public.php?s=1;h=0;f=0;id=td4e7cfe9fe28b9"&gt;the to-do list&lt;/a&gt;, which contains things that I need to get done in the code.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Features added:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;-Weapon reloading&lt;/p&gt;
&lt;p&gt;-HUD now shows current clip ammo and remaining ammo&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span&gt;&lt;/span&gt;&lt;/strong&gt;-Weapon specifications can now be set (fire rate, accuracy, reload time, clip size, etc.)&lt;/p&gt;
&lt;p&gt;-Secondary fire for weapons (not shown in video because while the functionality is there, I haven’t actually used it yet)&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10870490030</link><guid>http://lbolgatz.tumblr.com/post/10870490030</guid><pubDate>Fri, 30 Sep 2011 21:44:00 -0400</pubDate><category>video games</category><category>development</category><category>software</category><category>programming</category><category>game design</category><category>indie games</category></item><item><title>09.29.2011 - Weapons and HUD Elements</title><description>&lt;p&gt;Today&amp;#8217;s programming work was all internal, as it&amp;#8217;s not quite finished yet.  Expect tomorrow&amp;#8217;s update to be much more exciting, as the reorganization and cleaning of the code will allow me (once it&amp;#8217;s finished) to add things very efficiently.&lt;/p&gt;
&lt;p&gt;Features Added:&lt;/p&gt;
&lt;p&gt;-HUD element support&lt;/p&gt;
&lt;p&gt;-Weapon settings support (fire rate, shots fired, clip size, etc.)&lt;/p&gt;
&lt;p&gt;-Secondary fire&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10823676248</link><guid>http://lbolgatz.tumblr.com/post/10823676248</guid><pubDate>Thu, 29 Sep 2011 19:00:17 -0400</pubDate><category>game development</category><category>programming</category><category>software</category><category>video game</category><category>indie</category><category>indie developer</category></item><item><title>Features Added:
-Transparent 2D animations
-Decals (bullet...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/LzJrgwe-dYE?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;strong&gt;Features Added&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Transparent 2D animations&lt;/p&gt;
&lt;p&gt;-Decals (bullet holes, etc.)&lt;/p&gt;
&lt;p&gt;-HUD Ammo Implementation&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Issues&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Decals’ origins are in the corner of the projected image, causing them to be offset from the point at which they are placed&lt;/p&gt;
&lt;p&gt;Workaround: Make decal images themselves offset&lt;/p&gt;
&lt;p&gt;Possible Solution: 3D math to offset the images along the plane of their orientation&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Bugs Found&lt;/strong&gt;:&lt;/p&gt;
&lt;p&gt;-Sprite sheets 1 frame wide or tall will not be animated&lt;/p&gt;
&lt;p&gt;-Sprite sheets with uneven frames (2x3 instead of 2x2) will not be rendered correctly&lt;/p&gt;
&lt;p&gt;Workaround: Both of the above problems can be fixed by making images square, and simply leaving the space for the extra frames transparent&lt;/p&gt;
&lt;p&gt;-Decals will not rotate correctly on some surfaces (the problem is due to inaccurate angle calculation)&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10793141918</link><guid>http://lbolgatz.tumblr.com/post/10793141918</guid><pubDate>Wed, 28 Sep 2011 22:43:30 -0400</pubDate><category>game development</category><category>video games</category><category>software</category><category>programming</category><category>indie</category></item><item><title>
 
Features Added:
-Fading HUD text
-Multiple instances of...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/Da1pAhppdcM?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;span&gt;
&lt;p&gt;&lt;span&gt; &lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Features Added:&lt;/p&gt;
&lt;p&gt;-Fading HUD text&lt;/p&gt;
&lt;p&gt;-Multiple instances of identical sound playing at once&lt;/p&gt;
&lt;p&gt;-3D position-based audio&lt;/p&gt;
&lt;p&gt;-Position-based dual (near and far) audio track support&lt;/p&gt;
&lt;p&gt;-Background music&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10747572917</link><guid>http://lbolgatz.tumblr.com/post/10747572917</guid><pubDate>Tue, 27 Sep 2011 20:32:21 -0400</pubDate><category>game development</category><category>java</category><category>jme3</category></item><item><title>Features Added:
-3D Animation Support
-2D Imagery Support
-2D...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_ls5e8mzoKL1r3i5hgo1_500.jpg"/&gt;&lt;br/&gt; left: rage face particle effect&lt;br/&gt;&lt;br/&gt; &lt;img src="http://24.media.tumblr.com/tumblr_ls5e8mzoKL1r3i5hgo2_500.jpg"/&gt;&lt;br/&gt; zooming in is now supported&lt;br/&gt;&lt;br/&gt; &lt;img src="http://25.media.tumblr.com/tumblr_ls5e8mzoKL1r3i5hgo3_500.jpg"/&gt;&lt;br/&gt; right: 3D animation,bottom: 2D animation&lt;br/&gt;&lt;br/&gt; &lt;p&gt;&lt;strong&gt;Features Added:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;-3D Animation Support&lt;/p&gt;
&lt;p&gt;-2D Imagery Support&lt;/p&gt;
&lt;p&gt;-2D Animation Support&lt;/p&gt;
&lt;p&gt;-Particle Effect Support&lt;/p&gt;
&lt;p&gt;-HUD text printing&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Issues:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;-Physics support for 3D animated models can’t be the same as non-animated 3D models&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10698180657</link><guid>http://lbolgatz.tumblr.com/post/10698180657</guid><pubDate>Mon, 26 Sep 2011 16:59:00 -0400</pubDate></item><item><title>Photo</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_ls3tajYCAU1r3i5hgo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;</description><link>http://lbolgatz.tumblr.com/post/10667236243</link><guid>http://lbolgatz.tumblr.com/post/10667236243</guid><pubDate>Sun, 25 Sep 2011 20:27:55 -0400</pubDate></item><item><title>Bugs Fixed:
-Fixed 3D HUD rendering glitch
-Fixed shadows...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_ls3gbdyegP1r3i5hgo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Bugs Fixed:&lt;/p&gt;
&lt;p&gt;-Fixed 3D HUD rendering glitch&lt;/p&gt;
&lt;p&gt;-Fixed shadows rendering over 3D HUD&lt;/p&gt;
&lt;p&gt;Features Added:&lt;/p&gt;
&lt;p&gt;-Ray casting now fully-supported&lt;/p&gt;
&lt;p&gt;-Skybox support added&lt;/p&gt;
&lt;p&gt;-InputHandler now distinguishes between what is being pressed and what has just been pressed&lt;/p&gt;
&lt;p&gt;-Zooming in and out with left shift now supported, with smooth transitions&lt;/p&gt;</description><link>http://lbolgatz.tumblr.com/post/10654572960</link><guid>http://lbolgatz.tumblr.com/post/10654572960</guid><pubDate>Sun, 25 Sep 2011 15:47:00 -0400</pubDate><category>game development</category><category>java</category><category>jmonkeyengine</category><category>jme3</category><category>screenshot</category><category>3D</category></item></channel></rss>
