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Thread: What is everyone working on? Break your silence!

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  1. #1
    I'm not really working on anything game related currently. More embedded stuff

    I tinker a bit trying to get fpc working on avr32 and avr at the moment. It should work on avr32 but I haven't tested it FPK made a lot of additions in the avr branch lately. It could be fun to write object pascal on an avr
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  2. #2
    PGD Staff code_glitch's Avatar
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    arthurps: Not in france ATM but I'm french. going back when the house is built brittany rules. except there is no net where I am

    Anyways, I've been working on a 2d Engine which led onto Prometheus (Audio, Video, Core and Utils) and then I guess there is that Pong tutorial (ongoing) which I have about 10 bugs to fix in before I finalize it because at the moment there are LOTS of issues. Playable but you would want to, starting running my own webserver 24/7 this year (what a pain: dynamic IP grrrr), fiddling with touch interfaces and more importantly multi-touch on my tablet, getting to grips with ubuntu and KDE...

    Don't know if all of those classify as seperate projects but I'd say it's a pretty good summary. Oh, and did I mention I'm doing exams and have to tidy my room? Ok, thats cheating but hey.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    so this is What everyone working on now , nice stuff
    right now i am learning blender (i like the node editor )

  4. #4
    Well...

    Right now I'm finishing my new match 3 game, Dreams of a Geisha! It is almost finished, and I hope to send it to publishers very soon!



    I'm also using the Match3 Engine I made to the Dreams of Geisha Game, and converting my another Match3 game, Druids - Battle of Magic to Mac!

    I'm almost finishing my engine to Hidden Object+Adventure games and I'm making the Mac port of a new HO game (Originally made by another company using Multimedia Fusion) that will be revealed soon!

    I also have some others games starting right now! Soon I will post more info and some screenshots! =)

  5. #5
    Well, I have a LOT of irons in the fire, but not all of them are actual software projects. Basically, I'm doing the manager, administrator, and developer work to get our game company started. Paying the lawyers, researching equipment and development tools, organizing developers, etc. At the same time, trying to actively develop some organizational and development tools/engines/middleware/etc and run an IT service business until the game company gets going good enough to totally shift focus over to it.

    As for projects, I can't really say too much just yet; not simply because of any proprietary reason, but because of a personal rule I have regarding talking about things before they are even "in the oven", so-to-speak. Suffice it to say I am working on development tools, some middleware projects, and have a couple of game projects we're getting ready to jump into this year. As they become realized, I'll be happy to talk about them more.

  6. #6
    Non-Pascal:

    ^ This is an extremely simple matching game I'm making in java with the help of libgdx for Android deployment. Gotta start somewhere, I figure this is an easy project to get out the door. Also almost done with a PHP URL shortening script.

    On the Pascal front, I've been working on porting my Andorra-powered Isolated Empire to ZenGL, after which I'll work on adding more gameplay. I've also been converting a Java TCP server over to Pascal with LNet, which is taking quite some time. Past month has been crazy with midterms and other schoolwork. (There aren't really any screenshots to post here, because the server is just a terminal output and Isolated Empire will look basically the same as in the old screenshots, because only the back has changed)

  7. #7
    I've managed to do some work on my engine yesterday. Hope I can gain some momentum this month, because I really need that.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  8. #8
    Quote Originally Posted by wagenheimer View Post
    Well...

    Right now I'm finishing my new match 3 game, Dreams of a Geisha! It is almost finished, and I hope to send it to publishers very soon!
    Dreams of a Geisha... and a nice picture. You know, you should try selling that game to Fazer (finnish chocolate producer). Geisha is one of their biggest brands.

    http://www.fazer.se/Varumarken/Geisha/

    Well, maybe not. But the name was kind of right for a chocolate brand.

    Now, speaking of projects... I have a whole bunch of parallel projects. Among them, some slow running game programming ones, including my OpenGL rewrite of my old 2D game programming framework. It works, and I have made example games with it, but I am not artist enough to make really good-looking games.

    But I am also working on another game related project, which is about adapting an embedded parallel processor for game programming. This is quite fascinating, writing in parallel assembly language for a hardware that doesn't exist yet. If we are successful, this can become a processor for use in future mobile phones, a kind of portable PS3. And the whole question of making it useable for games depends on my work! We recently submitted two papers to a conference, and I have a third accepted to a journal. We do polygon rendering, texture compression and distance mapping in those papers.

  9. #9
    After my recent pac-man clone for the original 4.77mhz 8088 PC, I'm moving on to another game using the "undocumented" 160x100 cga/ega/vga graphics mode that's going to be a port of the old TRS-80 "Defense command" of sorts. The old DOS game "moonbugs" is similiar in concept and uses the same video mode I am, but their code wasn't as efficient resulting in a bit less smooth a gameplay. Even explosions in moonbugs can drag an XT class PC to it's knees. (you can see that in the video).

    I'm playing with the idea of a particle engine for the game to give the exploding bits a 'raining down' physics... I may make a simpler invaders type game akin to "round42" first as a stepping stone to the more advanced game. Most of my time has been spent trying to wring every ounce of optimization possible out of the 160x100 semigraphics since I'd like to get at least three times as many sprites moving on-screen as I did for paku paku... which is already running pretty lean on a 4.77mhz PC.

    All I really have to show right now is some of the sprites I've been drawing. (zoomed in 4x)


    As you can tell, many of them are based on the famed "TRS-Invaders" used in many old TRS-80 games.


    I've really been enjoying getting back down into the 'guts' of code again -- with SDL, OpenGL, etc, so much is already done for you, or you can simply say "Oh well, just up the system requirements". Focusing on such a small target system (256k 4.77mhz 8088 with a CGA card) is really challenging and can make one have to think in different directions on solutions to the problems.

    I am also working on a SDL API so I can compile my games with FPC on modern systems... though that's low priority since they run just fine under DosBox.
    Last edited by deathshadow; 04-04-2011 at 07:15 PM.
    The accessibility of a website from time to time must be refreshed with the blood of designers and owners. It is its natural manure

  10. #10
    Very nice! Keep em coming

    cheers,
    Paul

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