Posts Tagged ‘qix’


first post in a long while + some erosion progress

March 15, 2009

Well apparently school takes up time.  So it’s been a while.  But here goes:

I got all A’s on my midterms, so fuck YES!  I feel happy about that.  Good times.  I have been spending an increasing amount of time with other people as well.  I know, crazy right?  It’s me.  Apparently some people don’t hate my guts, and I seem to have met some in person.  They are decidedly cool.  Hence that last post about Travis’ birthday.  So, yeah.

What else?  Oh, making progress on the Qix clone, Erosion.  Here you go:

It has a game state machine with GAME OVER and gameplay states and whatnot.  It has much better graphics now, I implemented bloom with my old shader framework and improved the color scheme.  You can die, and I’ve even got gamepad working with rumble on collisions and all.  You will also notice that I replaced the simple bouncing bar with a bar with a thruster in a damped system that actually semi-tries to follow you.  Enjoy this clip:


qix meets physics!

February 11, 2009

I’m currently working on a clone of Qix called Erosion.  It was assigned to me by Dr. Liow.

So, after getting the very basic bare bones of Erosion’s logic working, it struck me what would be about the coolest twist to Qix ever!  If I integrated physics!  Tada!!!  Fucking A!  It just so happens I’ve cooked up a little physics engine you all probably know about.  Soooooo, here you go, alpha test 1.  And hey, I was apparently listening to Opeth while coding, and it was picked up by the video recorder during the test! \m/

Bitching, yo.


epic viking swordfather stew + qix progress

February 9, 2009

So, I got back from Ian’s earlier today, and let me tell you.  Best time I’ve had in quite a long while.  We lit a fire in the backyard as evidenced in this terrible cellphone picture:



From left to right: Travis or Chris (can’t tell from this shitty picture), Cat, Caroline, and Ian.  Then, we made some kickass Viking stew for our kickass Viking selves, and we were filled with the passion of the swordfathers to once again pillage and burn!  But instead we just fell asleep in front of “Aliens”.

Also, as it turns out, Ian is quite a fine musician.  He offered to maybe jam with me sometime!  How cool is that?

But, hey!  Progress on Qix!  I will show you once I have the filled area tesselator working.  The movement and drawing and topology works perfectly, and all that remains is scoring and badguys.  Trucking RIGHT ALONG BITCHES!  🙂


spelunky! + projects + GOGGLES OF DEATH

January 31, 2009

So, I came across a great indie game called Spelunky!  It’s unbelievable.  Imagine every rogue type game you’ve ever played, then imagine that the micromanagement components were replaced by fast paced platforming.  Now imagine that it’s all wrapped up in an awesome Indiana Jones cliche with hilarity abounds!  That’s Spelunky.  It is by a gentleman by the name of Derek Yu.

It has the idol on a pedestal with boulder trap deal, it has the damsel in distress deal, it has crossbow mask traps, spike traps, and monsters.  You can throw ropes and climb on them, you have bombs, you can visit shops to get things, stuff like that.  You can even kill the shop keeper or the damsel if you really want to!  Anything and everything can be done to anything and everything.  Rogue game like concepts and flexibility, platformer fun, Jones ancient cave defiling humor.  Did I mention there’s old school chiptune tracker music in it?  GOOD music.

What else?  Well, Dr. Liow gave me some side projects, because he rightly figured that my classes are too boring.  One, a topological solver.  Two, a Qix clone.  I’m making progress on both.  We’ll see how it goes.

The one you guys would probably like is the Qix clone.  If you don’t know about Qix, it’s an old game that introduced the fill it in concept.  You basically fill in the area around a bouncing Qix (laser line thingy) without being hit by the Qix while out in the open.  You must capture a supermajority of the area around it.  There are sparx on your inside loop (the only place you can move on aside from drawing new areas) forcing you to go out in the open.  They will always hit you if you don’t venture out, because you are on a loop, and one travels clockwise and the other travels counterclockwise.  This wiki should shed more light on the specifics for you.

I’ve designed a reversible linked satellite list to solve the topology problems of this evolving loop structure with nodes linking in from outside.  It actually iterates and traces the structure keeping track of old values, so we never go backwards.  This means the topology of the list is NOT effected by switching the nodes.  This allows us to have a much looser and more dynamic linkage structure, essentially freeing us from explicit directionality.  This not only allows reversal of a satellite list in constant time, but it also means that it becomes completely unnecessary to calculate a path for the sparx to get on to the main path.  They just launch two iterators, the first to find the main loop wins, then two iterators are launched from there to find the clockwise / counter clockwise relationship on the loop for you.  This important as the order of the links on the nodes is arbitrary with this structure!  Tasty data structures abound, I love it.

Lastly, at the roller rink on eighties night, there are many interesting people.  Among them is a girl who wears traditional costumes with goggles.  All the time.  And she got an UPGRADE!  The old welding goggles were cool and all, but she now has a pair of GERMAN DRIVING GOGGLES WOOO!  And she built in some crazy awesome magnifiers that look all evil geniusy.  And in the discoed out light show, they’re even cooler!  Observe:



I’ve got a history paper to write, and I need to have my programming assignments (my actual for credit ones) done by Monday.  So I’ll catch you all later.