Coding and the Radiation Engine

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Alright. So I am currently working on the fourth (that's right, motherfuckin FOURTH) iteration of a top-down, tile-based game engine.

So far the project has been plagued with constant memory buffer overflows via the irritating SFML libraries and a poorly-written and severely
outdated tutorial explaining how to even begin coding this damnable engine. Bastards think they can code, write a damn tutorial, and it is ultimately
shite.

So I've taken this matter into my own hands.

I am starting over, and have managed to get a basic tiling system implemented and updated from my previous test games. My last rogue-like tile-based
system was the moveguy engine, named after a calculator program I created in the eighth grade.

Now, I've always used Allegro, and luckily enough they have updated their framework to make things easier to access (in terms of system functions) and
somehow have made it even easier to blit bitmaps to the screen. Beautiful!

So, if anyone wants to try this shit out when I get it stable, I will hopefully be shipping it with all the necessary software to map and script for it sometime in
the next three or so months. I want to see if anyone can make something decent out of what will inevitably be a large pile of garbage.

Other than that, starting my new courses. I'm a lucky bastard, no classes before 1:00 in the afternoon this entire semester. Hell yeah.


And aside from that, I've also started working with SFM a lot more lately. Making little animations and stuff. I'm planning on doing dramatic readings of
bad fan-fiction or crappypastas and putting them into the mix, sort of like this one: www.youtube.com/watch?v=DnSWvi…

Ah, the joy of life.

P.S. (this is getting unbearably long) If anyone wants to play TF2 with me, hit me up! I've playing a metric shit ton(ne) of TF2 lately. I do love me some engee/soldier.
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