GMTK Game Jam 2019
It’s been a long time since I entered a game jam, the last ones being the One Game a Month jams back in 2014. This one was the GMTK Game Jam 2019
It’s been a long time since I entered a game jam, the last ones being the One Game a Month jams back in 2014. This one was the GMTK Game Jam 2019
Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does this, but the solution I have come up with seems tidy enough and fits neatly within a single C++ header.
Game controllers on computers are somewhat irritating to manage compared to a console. Has the user plugged in an XBox controller? A PS4 controller, or have they obtained some random USB controller they found on eBay?
Coping with this in SDL was difficult, with SDL just telling you “button 13 pressed” or “joystick axis 4 moved”, which is great except all your code really wants to know is “did the user just press the A button?”.
SDL_GameController fixes all this, and it needs better documentation, so this is my attempt at providing some useful information.
Straight forward instructions on how to rearrange algebraic equations, all wrapped up in a nice free PDF to download. Don’t fear maths or algebra again!
This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C++ and the SDL library. My engine isn’t going to do anything amazing, but will borrow ideas from other engines I’ve used before such as Unity.
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Back in the mists of history, sometime around the 90s it was quite common for games and demos to display text on the screen. Since we’re talking about old computers with barely any usable RAM, the text was stored as images. A giant single image with every character placed within it. To display words programmers had to be a bit inventive. That’s the topic of today’s post.
Making a microcontroller produce graphics is very similar to making an old 8 or 16 bit computer draw images. They both have small screens, not much RAM and not enough CPU power to draw all the screen all the time.
The ODroid GO is a handheld console that sells itself as a device that will run emulators of all your favourite 8bit systems. And it does that job rather well, I spent at least five minutes with mine playing Tetris, and it was a good emulation. Then I installed the Arduino libraries for it, plugged in a USB cable and started trying things out.
A week that turns into two, after a trip to hospital following a fire drill. In between these excitements is some Pico 8 programming.