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Topic Let's give back to Gosu and help market Julians new game By ippa Date 2011-01-07 21:36
Julian made sort of an semi-official post on reddit now, upvotes would most likely be good :)

http://www.reddit.com/r/IndieGaming/comments/ey004/hi_my_platformer_is_on_the_app_store_not_sure/
Topic [Solved] Windows By ippa Date 2011-01-07 14:53
in windows you just name your file game.rbw instead of game.rb and it will skip the cmd "dos" window
Topic Let's give back to Gosu and help market Julians new game By ippa Date 2011-01-04 14:46
To all redditors, you can vote on julians latest blogpost here:

http://www.reddit.com/r/gamedev/comments/ew045/game_object_inheritance_in_c/
Topic Let's give back to Gosu and help market Julians new game By ippa Date 2010-12-28 12:06
there, added a facebook status. Will nag my iphone-owning friend to try it out and write a short review.
Topic Let's give back to Gosu and help market Julians new game By ippa Date 2010-12-27 18:13
So author of Gosu, Julian, recently released his first commercial game on the appstore - http://terava.info/
I think now would be a great time to give back to Julian as he's been working on Gosu over the years to provide us with a damn good gamedev lib for Ruby and C++.
It doesn't have to be a lot of work but could still make a difference for sales.

My suggestions:
- Twitter about it
- Make a facebook statusupdate about it
- Own a gamedev/ruby/c++/gaming blog? Write a short post about it
- Do you frequent indiegame/gamedev forums? Don't spam but if there's an opportunity  drop the url www.terava.info

So far I have:
- added a link on my rubyaggregator http://www.rubylicio.us/
- twittered about it (soon to facebook about it)
- today i saw a review of "Infinity blade" in swedish biggest newspaper: http://www.aftonbladet.se/nojesbladet/spela/recensioner/article8335480.ab (Warning, Swedish ;)..)
  that was an opportunity for me to mention Terava, which Also have very intuitive controls, without it feeling like spam.

Let's do it! :)
Topic ocra deployment, window mode By ippa Date 2010-12-27 16:15
I've used for a lot of games and never seen this, so I have no idea. I know https://github.com/larsch is good on answering emails though :).
Topic Ludum Dare #19 on Dec. 17th-19th By ippa Date 2010-12-21 14:41
Posted this on reddit: http://www.reddit.com/r/ruby/comments/epc80/3_ruby_minigames_from_the_latest_ludum_dare_48h/  .. needs upboats! :-)
Topic Ludum Dare #19 on Dec. 17th-19th By ippa Date 2010-12-20 19:32
so what other gosu-entries did we have?
Topic Ludum Dare #19 on Dec. 17th-19th By ippa Date 2010-12-20 19:17
My Entry: http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=3647
Topic Unexpected Outcome - LD#19 Compo Entry By ippa Date 2010-12-20 19:12
Very proud I finished this game. With 6 hours left I had given up, not coming up with a "story" to motivate me to finish it. Then I took the dog for a cold winter walk and got excited again :).

So here it is, for your 15 minutes of atmospheric, retrolicious pleasure:

Win32 exe: http://ippa.se/games/unexpected_outcome.exe
Source: http://ippa.se/games/unexpected_outcome.zip  (needs latest gosu, chingu and texplay)
Ludum Dare page: http://www.ludumdare.com/compo/ludum-dare-19/?action=rate&uid=1087

Move with ARROW-KEYS, do stuff with SPACE.

(You might recognize the ending-twist from one of my previous games, hehe. Oh well.)
Attachment: screenshot.png (2k)
Attachment: screenshot_1.png (4k)
Attachment: screenshot_2.png (8k)
Topic Chingu 0.8 released By ippa Date 2010-12-14 10:48
Copy away, if you can use anything it's all good. There's actually an example on how to use GameStateManager in pure gosu... but haven't looked at it in a while. class Animation is also pretty decent and "standalone" from Chingu.

An easy-to-use ChipmunkObject would be awesome since chipmunk is a bit cumbersome to work with IMHO. Actually this fork -- https://github.com/gwil/chingu -- was made to add chipmunk stuff, but seems like it didn't happen :P. I might take a look at it for 0.9 myself if nobody else does it. I would love some patches from you :). Long time since I looked at chipmunk actually.
Topic Chingu 0.8 released By ippa Date 2010-12-14 10:44
There's a Chingu 0.8.0.2 just released taking care of the "missing rest-client" gem dependency thingie that hit a few ppl.
Topic Chingu 0.8 released By ippa Date 2010-12-13 14:18
right, fixed :).
Topic Ludum Dare #19 on Dec. 17th-19th By ippa Date 2010-12-13 13:50
I'm in! :D
Topic Chingu 0.8 released By ippa Date 2010-12-13 13:28
Just in time for Christmas LD #19, here's Chingu 0.8:

In late 0.7.x and 0.8 tons of new things have been implemented:
=============================================
- I finally started doing tests (rspec) seriously. This has helped in making Chingu more stable and finding those small bugs I wouldn't otherwise had found. Thanks txus and spooner (on github) for helping me with this.

- Shipping with GameStates::Edit, just push it and you can edit your GameObjects on screen, and save and load your maps. Pretty minimalistic yet powerful.

- GameStates::EnterName, premade gamestate to have the gamer enter his alias/name.

- Example16 shows off how you can get online highscores for your game with _minimal_ work using class OnlineHighScore, GameStates::EnterName and a free account @ www.gamercv.com.

- Example21 shows off a sidescrolling game. Press 'E' anytime, edit any object, press 'E' again to return to the game and jump on that new block you just created. Edit as you play, enabled by the premade GameStates::Edit !

- README is updated, reflecting most of the new stuff. There's also a list of projects using Chingu so you easily can learn by example.

- Premade class SimpleMenu, for quick 'n easy menusystems. Nice for compos like LD.

- Tons of other small fixes, additions and tweaks. See github commitlog for everything ;)

Maybe most cool of all, a lot of quality patches from other ppl:
===========================================

- HakubJozak made GameObject into a Chingu trait instead of a big monolithic class. This will open up for easier implementation of for example a ChipmunkObject.

Spooner have:
- rewritten the inputhandling making it a whole lot better and more stable.
- added caching of fonts with Font[16] (using default font size 16) or Font["verdana", 16] (verdana size 16)
- made it possible to change windows (Window#close deletes all the cached assets), for example if you want a splash window or a config window before the main game loads.

---------------------------------
What is it: a game library depending on ruby/gosu
install: gem install chingu
source: https://github.com/ippa/chingu
rdocs: http://rdoc.info/github/ippa/chingu
Topic Pry: a useful tool for game development By ippa Date 2010-12-08 16:29
Very cool stuff, hopefully I'll have a good reason to play with this soon in a game.
Topic Where is draw_circle? / Procedural shapes By ippa Date 2010-11-04 15:29
Chingu got this lil draw_circle gfxhelper (constructed by shawn24):  https://gist.github.com/662583

.. prob. not the best performence but works well.
Topic BUG: draw/update order (Windows) By ippa Date 2010-10-26 16:17
indeed I did, tnx :)
Topic BUG: draw/update order (Windows) By ippa Date 2010-10-26 15:08
This thread from 2009 might be relative: http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?tid=222

*edit: corrected the url, tnx erisdiscord.
Topic Shoyson, my Gosu Compo 2010 entry is now for Windows By ippa Date 2010-08-29 23:44
I can't help to think that the red fire-player somewhat looks like the infamous capn' ruby? :) ..
Topic GNORF - a LD#18 Compo Entry by ippa By ippa Date 2010-08-24 17:25
I fixed a bug that sometimes led the game to crash just after gnorf dies yesterday.. it's on github and the ippa.se/games/gnorf.exe is new etc.
Topic GNORF - a LD#18 Compo Entry by ippa By ippa Date 2010-08-24 03:31
Oh.. was just wondering who that cheeky bastard who's closing in on my high score was .. ;)
Topic GNORF - a LD#18 Compo Entry by ippa By ippa Date 2010-08-23 23:18
Cool you liked it so much! =)  .. question is, can you put AAAAAAAA on top? :D

All very good points, I thought about some of them. Cool idea with plucking the soldier of the horse.. the horse is also kind of buggy now, he makes some very odd jump when reaching end of screen.. no idea why :D. Also kind of confusing to know when the horse is in attackmode.. (it's when his legs are doing 120 rpm). 20 minutes before the end of LD the horse did Nothing so ..

Throwing stones and other things is also a great idea.. even throwing the flowers (they're separate game objects) would be the kind of stupid detail that sometimes make up a game.

In Level 7 etc I start to notice quick lags when a castle-brick breaks... maybe I should go all out with chipmunk for the castle instead.. hit a red tower and have it impale the king etc ;).
Chipmunk
Topic GNORF - a LD#18 Compo Entry by ippa By ippa Date 2010-08-23 03:08
Arrow-keys / Gamepad to MOVE
UP-arrow / Z / Gamepadbutton #1 to JUMP
SPACE / X / Gamepadbutton #2 to GRAB AND THROW
Hold SPACE longer to throw harder!

Global High Scores @ http://www.gamercv.com/games/14-gnorf
- The game will use internet to sync/fetch high scores
- High Scores won't work when playing from source, sorry.

CompoURL: http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&uid=1087
Source: http://github.com/ippa/gnorf
Win32: http://ippa.se/games/gnorf.exe
OsX: ... jlnr? :-]
Attachment: gnorf4.png (5k)
Attachment: gnorf3.png (15k)
Attachment: gnorf2.png (7k)
Topic A _why'ish game for whyday By ippa Date 2010-08-20 13:55
tnx .. you might have noticed I stole your libgosu-signature for the outro ;) hopefull you stole it somewhere else hah.
Topic A _why'ish game for whyday By ippa Date 2010-08-20 00:13
Wipped up a small game for http://whyday.org/ ..

Source: http://github.com/ippa/whygone
Windows: http://ippa.se/games/whygone.exe

Spam it on your twitter with #whyday and we'll get some more GOSU installs, quite some ppl are following whyday it seems ;-)
Topic The Lost Battle - arcade game with PS3 controller support By ippa Date 2010-08-19 02:59
This looks very cool, sweet graphics ... too bad I don't have anyone easy available to play with ...
Topic Ruby 1.9.2 Released! By ippa Date 2010-08-19 02:09
Ye, waiting for a release @ http://rubyinstaller.org/downloads/
Topic Pixel Pang Preview [videoz] By ippa Date 2010-08-18 14:54
@Spooner: The Ctrl+x/c/v combo is universially known and it's a good idea to add those. Though I still think right click to clone is a good idea, since it's superfast.. and when building levels for common games like sidescrollers, top down RPGs etc.. you use cloning _all the time_. In the pixelart programs I've used I love when I can sample a color from the image with rightclick, since it's much faster then going to the palette and finding the color and then back to the image. The idea comes from that :).

To be clear, this isn't an editor for Pang.. the aim will always be a "general editor" for whatever games (I've used it for 3 very different prototypes so far).. but it's tightly intergrated with Chingu and the GameObject-class. When editing, the game objects are created in the actual gamestate.. so when you close the editor, you can interact with the new stuff right away (+ it's saved to disc in yaml-format).

Ye you have a very special game going Spooner ... still the basic functionallity of moving objects around, scaling, rotating, deleting  etc.. would most likely be nice to have in your editor too... but then you got all that other stuff needed too :). I guess you can say the core of your game IS the editor... and then it need to be tailor-suited and perfect for that purpose.

@Spooner, @AmIMeYet About the menu hiding parts of the game area, the editor will actually let you scroll a bit outside the game area so you easily can reach all parts of your level. Then the placement becomes less important. Currently it only works on viewport-trait games though.
Topic Pixel Pang Preview [videoz] By ippa Date 2010-08-18 00:23
I put up an alpha-version @ http://ippa.se/games/pixel_pang_alpha.exe  ..

You can test out the editor live by pressing 'E'. Pressing 'F1 'inside editor shows help.
Topic Pixel Pang Preview [videoz] By ippa Date 2010-08-17 12:46
@jlnr: Since it's basically an editor to "do whatever with GameObjects" (create, delete, rotate, fade in/out, resize, move, clone) you could most likely use it for many types of games. Made a quick crappy vid of me editing a sidescroller game with chingus viewport-trait: http://ippa.se/videos/holiday_droid_edit.avi

... depending on your gamelogic you can switch back and forth, playing / editing at (almost) the same time. Basically starting the editor is just push_game_state(GameStates::Edit) from the state where you wanna muck around with the game objects.

@banister: Hah, I found a dude on some pixelforum who painted him... but then I got stuck on the circle vs rect thingie for 6 months :). Mailed him again yesterday, hoping he'll wanna draw more stuff now :).

All the vids I create with Camtasia gets this blueish overlay when I play it in VLC ... do everyone else get that too? >:O
Topic Pixel Pang Preview [videoz] By ippa Date 2010-08-17 01:14
Started doing a Pang clone ages ago, but got stuck with tricky Circle vs Rect collisions. So last week I came up with the amazing idea of calling it "pixel pang" and have big Rects bouncing around instead ;).

Some Pixel Pang gameplay:
http://ippa.se/videos/pixel_pang.avi

It relies heavily on Chingus new editor, which is briefly shown here:
http://ippa.se/videos/pixel_pang_edit.avi

Code is avail @ http://github.com/ippa/pixel_pang  (requires chingu edge)  .. quite some polish and levelbuilding before it's a full game. Aiming to use http://www.gamercv.com/ for global online highscores.
Topic www.gamercv.com - online high scores for your Gosu game By ippa Date 2010-08-08 14:09
nops, not yet... it's a good idea. I believe in organic growth though.. if there's some more games doing high scores @ gamercv It will be a push for me to dev it further.. for now the basics works ok I think. So far the only game that's been pushing quite some scores is my own game (co-deved with deps). You can do long player names in high score lists though (it's not limited to 3 characters).
Topic www.gamercv.com - online high scores for your Gosu game By ippa Date 2010-08-05 22:13
I don't have a super grand plan which I work against... I've used the basic functionallity in the Berzerk clone I made with deps, and I'll most likely use it in my current project: http://github.com/ippa/holiday_droid ..

Is there any special reason you ask... some feature you miss? The project isn't dead, I just don't have a gamercv-TODO with stuff on :)
Topic The best way to create basic RPG stats for Gosu or others By ippa Date 2010-08-05 22:09
You could also check into OpenStruct that comes with rubys stdlib ... I think it will give you both struct[:hp] and struct.hp access and some other stuff.
Topic Chingu - A game framework for Ruby / Gosu By ippa Date 2010-08-02 18:23
Right, Text is indeed creating a Image. This will enable the text to act like a GameObject that can be scaled, rotated etc etc. I suggest checking out http://www.libgosu.org/rdoc/classes/Gosu/Font.html .. which might be what you need. Btw, did some changes to Text#height/width/size due to your report, more info on github.
Topic TexPlay, drawing and hit-testing for Gosu::Image [from wiki] By ippa Date 2010-07-04 17:19
good stuff as usual banister
Topic Gosu-mock, a tool for unit testing with Gosu By ippa Date 2010-06-29 08:51
Hey, is this project still alive?

Starting a test-suite for Chingu and this looks useful :). When do we get a gem?

Also in http://bitbucket.org/philomory/gosu-mock/src/tip/gosu_mock/window.rb do_tick() - Not sure if it matters, but shouldn't draw be called before update, since it's how Gosu does it?
Topic Useful tools for game development By ippa Date 2010-06-22 15:13
For pixel-art and tile-animations I use the free version of http://www.humanbalance.net/gale/us/index.html

I find it slightly better then http://tilestudio.sourceforge.net/, which I used before and feel is more for doing traditional terrain-tilesets

For editing/convert (to spacesaving oggs for example) sounds I take from http://freesound.org/ I use http://audacity.sourceforge.net/
Topic No Place Like Homeless (UPDATED 6.22.2014) By ippa Date 2010-06-17 19:58
is that blood on the doorknob? that can't be good ...
Topic No Place Like Homeless (UPDATED 6.22.2014) By ippa Date 2010-06-15 15:43
Love the pixelart! :D .. but as julian pointed out, the background needs fixin.
Topic Gosu 0.7.21 released By ippa Date 2010-06-13 16:34
great stuff Julian!
Topic TexPlay, drawing and hit-testing for Gosu::Image [from wiki] By ippa Date 2010-06-07 12:36
great job ban! I'll get back to you on how :color_mode => :gosu works out for me in skrutt... should make my code less complex, so it's a welcome addition.
Topic Sanguine - A roguelike game in Ruby / Gosu By ippa Date 2010-06-03 19:42
Hey, cool.... I can't get down the strairs in my Win7 box though :P  (I'm pressing >)
Topic Gosu and Rubinius By ippa Date 2010-06-02 13:17
@jontebol: spam us with the URL to your blog :P

..and just curious, how would you obfuscuate your sourcecode with rubinius? Never even looked at it.. :)
Topic My platformer By ippa Date 2010-05-31 12:05
Works well on Win7, cool lil game, I like how you've gotten slopes to work well. As jlnr said, the game needs to slow down, stuff is moving way to fast.. I also would like to jump slighty higher! ;)
Topic Image blurring when using draw_rot By ippa Date 2010-05-30 19:52
Gosu::enabled_undocumented_retrofication  ftw :) .. glad someone else then me needed it too ;)
Topic How do you do animations? By ippa Date 2010-05-29 14:43
damn, BlueScope, you could write a book on the subject ;-D

You have some good ideas:

#1 - easy and robust, though I've often found myself doing odd sizes like 11 x 16 that fits the sprite "perfectly" and then using the very same size for rectangle collision detection. doing 16 x 16 there would fuck up the collision detection. Though it shouldn't be so hard "trimming" off the transparent extra space with TexPlay. Trimming could also be cool for sprites which vary a lot in size between frames.. the collision rectangle could adapt to each frame.

#2 - as #1 but with special directories.

#3 Now this is interesting.. I've thought about simular things. A "blank transparent line" is probably the best separator there is.

Hm.. I think I'll look into trimming, could be usefull in a lot of conditions.

Oh I was wondering what program you used to paint sprites with, not rubycode to animate.
Topic How do you do animations? By ippa Date 2010-05-28 17:58
Thanks for your detailed answer! Indeed there's some upsides to single-frame animations. I've just grown custom to working with tile-sets in graphics gale which is very quick 'n easy.
I'll add support for single-frame-support to Chingu if someone requests it :).

Another downside to tile-animations is that you have to provide the frame-size somehow, I'm thinking including it directly into the filename for autodetection like this:

  spaceship-10x10.png

That could be automatically picked up and used by a Spaceship-class. If a state is required it could be baked into the filename as well: spaceship-10x10-flying.png

May I ask what program you use to draw animations?
Topic How do you do animations? By ippa Date 2010-05-25 20:12
Working on a chingu (github.com/ippa/chingu) trait called automatic_assets:

Thinking something along the lines of:

class Spaceship < GameObject
   has_trait :automatic_assets
end

This would automatically load and display media\spaceship.png if available. Or media\spaceship_animation.png tileset.

I've always used tilebased animations, made in graphicsgale or tilestudio. You usually want to have different animations which you display at different times, for example:

spaceship_default_animation.png        # flying tileset
spaceship_exploding_animation.png   # dying/exploding tileset

automatic_assets would detect those and then in the code you could do something like switch_animation(:exploding) or simular.

Anyhuuu... how do you ppl do your animations? what programs .. and how do you save them? is it all tilebased or maybe one image per frame?

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