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January-March 1998 (oldest-to-newest)
Okay I'm back. I haven't made much progress since I left,
but I'm ready to jam out some code in the coming weeks.
Thanks to those of you that took the time to download the demo
and let me know what you thought.
Dave and I didn't get to do much with the game while I was
home. About the only change is that he drew a real ship
graphic rather than the boring tooth-looking thing I had
before. But the main reason for the visit was just to show
him the game. Now he's seen it and I don't have to go into
explanations of the game when we exchange mails.
Oh yes, have I mentioned colds suck?
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My girlfriend was accepted into Stanford Business
School!!! I know it's not Yaroze related, but this is just
too cool. Now we can stay in the SF bay area!
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James Anderson and I had an idea to create link gifs
which we will put on each other's sites. I haven't made
mine up yet, but you probably saw his on my main page. Our
purpose is to try to build more of a community amongst the
Yaroze members, rather than just a bunch of separate web
pages.
Of course we'd like to get as many people to do this as
possible! Produce a link GIF which is 88x31 pixels and let
James
and
myself
know. We'll add it to our pages. Of course feel free to add
everyone else's to your page too. The only thing we ask is
that it should link to a Yaroze member page rather than a
personal page (although that page need not be on the Sony
server). However, if your personal page is your
Yaroze page then that's cool.
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Alriiiiight! I just proposed to my girlfriend and she
said YES! The big day may not be for a while though since
she's going to business school. We may wait until after
graduation. But still, I just wanted to say WOHOO!
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I started on a totally separate module for the game. I'm
making it a separate program for now to reduce the
compile/download time. Once I get it working I'll combine it
with the main program. This module handles the shop where
you buy new equipment for your ship.
I can see five more modules after this one. The good
thing is that the remaining ones will be considerably
easier/smaller. These include a DSI sequence (which we'll
use in every game), a game intro, a title screen, a menu
system, and a finishing sequence for when you win the
game.
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A preliminary menu system is up and running. So far it
can handle: submenus, toggle switches (ex. sound on/off),
slider bars (ex. music volume), and button input (for
controller configuration). I almost have this integrated
with the shop screen (mentioned in 1/29 below).
I'm concentrating my efforts on the parts required for
the next demo. This includes the main game, shop screen,
and menu system. Once I finish up with the shop I'll go
back to coding the main game. Still lots to do.
The more I think about it the more I want to put in a
2-player battle mode. Unfortunately I have no one around
that can help me test it out. My roommates and fiancee
are not gamers. Oh well, I'm concentrating on the
1-player game for now and will deal with the 2-player
later.
Not sure if I mentioned this before. I uploaded a new
Address Arranger.
This fixes one bug which caused file sizes to be computed
incorrectly when larger than 32k (I used short when
I should've used long).
Moved some of the older updates to a
separate page
to speed up load times for this one.
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Added another link GIF. Check out Jay Brewer's
Peerless Creations
Also, I forgot to mention the addition of Mark Jawad's link to his
Sauron Systems
I'm psyched. I just got a 56k modem and it runs laps
around my old 14.4. I was actually only planning on
getting a 33.6k, but I found a 56k that was only $10 more.
Strange since all the other 56k's were $120 or more. The
one I got was only $70. And just my luck that my ISP is
doing a 56k trial in northern California! It costs me an
extra 25 cents an hour, but that's small potatos.
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I had a mild panic attack this week. I decided to
estimate if I had enough RAM once I added everything to
finish the game. Not by a long shot. My estimate put it
about 2Megs and we all know how accurate estimates can be.
So pretty soon I'm going to look into ways to conserve RAM.
This involves cutting out features/graphics and generally
not making the game what I want it to be. :( C'est la
vie.
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Okay, panic over. I've taken steps to save memory and
have done so in spades. I've reduced my estimated graphics
total by over 500k. I'm also using 128k of FB space to
store some graphics permanently so once they are loaded
from RAM I can overwrite their space with more stuff.
I did two main things to lower my graphics so much.
One, instead of a full-screen image for the shop background,
I'm using tiles which can be repeated. The image was 300k
(640x480 8-bit image), but the tiles occupy less than 64k.
Second, I eliminated animating the system pictures on the
shop screen. So now I just have a single static picture
for each system. That cut their RAM usage by 1/4 (since I
was doing a 4-frame animation for each). Doesn't look as
cool, but whatyagonnado?
If get in a pinch later on there are a few more things I
can do to save space. They involve compromising gameplay
though so they'll only be a last resort.
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Things are cooking on the shop/menu front. I aimed to
have them done this weekend, but alas it didn't happen.
Still, I'm only a short time away from making it such that
you can buy/sell/trade items in the shop. Once that's done I
can go back to coding the game engine to prepare for the
next demo release. I don't have a firm idea when that will
be, but I hope it's before May.
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Posted a new Insider and generally enhanced the site.
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I've been testing the new Insider and have found numerous
broken links and such. I will fix these tonight. I
apologize. I posted this late last night and didn't have
time to do extensive testing.
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Okay. All the links on this site should be fixed. Let me
know if you find a broken one.
Expect a new format for this site sometime soon. Dave
brought up the topic which I had actually been considering
in the back of my mind. It will have a layout similar to
www.annihilated.com.
The trick will be how to keep the scroll motif without the
profuse use of frames like now.
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Got much of the shop functionality working last night.
You can now buy, sell, trade, and store items. Still to
come: recall previously stored items, implement all
minimap features, real graphics.
Made a few changes to this page. I'm doing a slow
overhaul of the whole site.
Added a link GIF to Nelson Santos'
Rogue
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I'm taking a break from the shop for a while and
continuing work on the main game engine. Not to say the
shop is done, but I don't want to stagnate by spending too
much time on it.
Now that I'm looking at my original code I can see how
sloppy it is. I'll try to clean it up, but I may be stuck
with it. Anyway, I got homing missiles working this
weekend (took me all friggin day Saturday).
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Strange things are afoot at the Circle K. Everything
is almost set for this site to change to the new format.
I just need to make up a few graphics and alter all the
existing pages slightly. So if some things seem weird
please bear with me.
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As you can tell, the format has changed for good.
Hope you like it. I still need to make up a graphic for
the scroll on the top, but I didn't want that to hold up
the switch-over.
Nothing done over the weekend. I spent Saturday at a
Tae Kwon Do tournament. Then Sunday, the finacee and I
went to Santa Cruz to play some games (she kills at Donkey
Kong). Anyway, next weekend is free of activities so I'll
be programming like a mad man. I really want this game
done!
One thing that may present a wrinkle to those plans is
my new getting a new computer. I have all the parts I
need except the CPU (kinda required eh?). This is the
first computer I'll have built on my own so you never know
what might blow up. If all goes well I'll have a new dream
machine (and the old one goes to the S.O.)
Newsflash! One of the greatest Genesis games
ToeJam & Earl
might get a next generation update! As reported on
IGN64.com,
the creators are considering a new TJ&E game for the N64
(sorry Sony). They want your
input
as to which you liked better: the original game or the
sequel (Panic on Funkotron). Personally, I like the first
one more, but either way please give them your support so
we get a new TJ&E game.
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The new computer is almost together. I have all the
parts except the monitor, mouse, and floppy drive. For
now I'm just using the ones from my previous computer.
Last night I got the system to boot and fiddled with the
CMOS setup. Tomorrow I'll put it all together
permanently. Then over the weekend I'll get everything
I'm missing so I have a full system. This is too cool. I
can't wait to test this puppy out on some Total
Annhilation.
Once all this is done I'll be able to continue coding
the game.
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Spent the weekend getting my new computer working.
Aside from CD music only coming out of one speaker,
everything seems okay. Unfortunately I didn't get anything
done on the game because of this. Oh well.
Also, I put an email link in the nav-bar. Forgot to
include that before.
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Just wanted to pop in and note that the counter hit
1000! It only took about a year to get there too :)
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Okay the new computer is finally working consistently
(I had a problem with the CPU overheating). Guess I'll
need to update the Staff section to reflect the new
hardware.
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Added a link to the ultra cool SCEE dude
Mr. Frosty
Mr. Frosty was kind enough to review the
GFKAEV* Demo. Click on the I've been
reviewed! link (on the main page) to go to his site.
For some reason my hit counter was reset back to zero :(.
At least it reached 1000 before doing so or I'd be really
peeved. I'm still pretty bummed as it is.
* Game Formerly Known As
Escape Velocity
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This web page and all other pages on this site are
© 1999-2007 Scott Cartier
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