Right, so I’m back in the thick of it. I spent tonight working on the InputManager, which is fairly rudimentary at the moment, but the overall plan is for each game context to be able to process input from a controller that abstracts away the specific hardware being used (which, for an iPhone, is keyboard, [...]
Right, time to get back into it. I’ve just returned from a sensational family holiday down at Eagle Bay, and, before the Easter Break, I finally finished Bogus Quest to my satisfaction (it’s now pretty much the game I envisioned during Global Game Jam). And the Interzone Controversy seems to have died down a bit, [...]
Monday, February 22, 2010
At the start of the year I began working on Postal Worker, a game for the iPhone based on an idea that I came up with at GCAP in Melbourne at the end of 2009, while talking with a couple of mates over coffees in the hotel bar. I was totally psyched, and gave myself [...]
Tomorrow marks the beginning of Global Game Jam 2010, which means I’ll take a brief respite from Postal Worker development. Expect the 13th installation to be late in the week next week. Tonight I started by implementing a pause mode in KranzkyEngine. You can now pause, resume and stop it. Pause is pretty straightforward to [...]
Pretty happy tonight that the game context manager has come together so nicely. I’ve created a bunch of different contexts (splash, menu, game, pause), and can easily transition them in and out, and overlay them on one another. It’s all pretty cool. The only wrinkle is that there was a perceivable pause when the “Captain [...]
Wow – 20% of the way through the project. Scary stuff. Tonight I got the first version of the ContextManager up and running. Right now the KranzkyEngine has the following structure: KranzkySingleton KranzkyEngine < KranzkySingleton Initialise the AirPlay framework Hook into iPhone events Run the main loop Call KranzkyContextManager to update and render KranzkyContextManager < [...]
Tonight I got a big chunk of work done on the Context and ContextManager, and I spent some time pulling apart the generic KranzkyEngine from the toy game that uses it (which is called HelloKranzky). Still a bit more to do until I can implement the click-through storyboard I mentioned, so looks like I’ll miss [...]
Wednesday, January 20, 2010
I mentioned to Beetlefeet at lunch today that I really need to go through the AirPlay documentation to make sure I’m aware of everything that’s there, because up until now I’ve only referenced it on a need-to-know basis. Well, that pretty much sums up how I’ve spent my two hours tonight. I started by putting [...]
Wednesday, January 20, 2010
Tonight was pretty mundane. In no particular order, I set Pazu up with an ad-hoc build; made sure my iMac has a static IP, as I need to run a server on it for packaging the game for iPhone deployment; figured out how to view crash logs on the iPhone; got more excited about GDB [...]
Tonight I thought I’d start work on KranzkyEngine, after upgrading my AirPlay SDK license to remove the annoying EULA message when launching apps. Porting Box2D can wait for another day! I want to write a game state manager that supports a stack of game states, making it possible to draw the game menu on top [...]