Featured Links: Allegro Game Library for C // The Gosu Game Library for C++

May 30, 2010

Vacation Time

    I'll be in Florida next week, starting tomorrow. But I plan on tinkering with Bwock on my laptop when I'm at the hotel. In the meantime, here's hoping that contributers start to appear!

May 26, 2010

Bwock Jump-Start

    After a year of actual work and learning in a programming environment, I have decided to come back and try this thing again with a more professional attitude. I am persuing the Bwock project, my block-pushing puzzler which has sat in a playable state for ages. The source code is over at Google Code and I am actively working on it. Yay.

    For more information, please visit the "Projects" page.

December 24, 2008

BACK... with money

Where have I been? Where is Alven? I got hired. Right on the verge of losing everything, I got a high paying job – can you believe it? I’m working full time at a company that makes software to test jet engines, for crying out loud. And it’s kept me busy, but aside from that, I’ve had to adjust. With an income I’m now able to take care of all my personal needs. That’s all done now, so the hobbyism can resume, and with it, Vasilisa games. I’ve received emails asking about Bwock, but whenever I mention Alven people talk about how there’s already a good sprite editor for Allegro. I like this one’s interface a lot, but if there’s no demand, then I’ll just wait. Maybe move the code to QT4 and let it run outside of a window, and give myself time for features. But for now it’s in my pocket, because I’m working on bringing Bwock to you all. Frankly, it’s something I’ve looked forward to for a while. Bwock’s a very pleasant game to play even in its infant state, and I enjoy making the levels. It’s based off of Lolo, my favorite game as a child. For better or for worse, however, it isn’t a clone, just an homage with a twist. Once the core engine’s done, level design will be so easy that I’ll just get to sit around coming up with levels in a text editor. And since that’s fun, I’ll be passing that on as well. I have a sheet of other plans as well. An adventure game, a UML editor, a idescroller, and an RPG. It’s all a matter of picking what to throw next ( and I still have to finish Jiff-E! Whatever happens, see you in 2009. Oh, and I’m going to be redoing this page.

November 21, 2008

Release Extension and new Blog

I guess it had to happen. I didn't extend the date on the Al_Invade project, but I'll have to on this one. I got horribly sick for a while there after coming back from a concert, and once I got out of the funk I had to worry about finding a job AND getting my sleep schedule fixed. I've started coding again, but I cannot estimate release time yet. I'm guessing soon, maybe a week or two. It's really very closed to finished, I just have to touch it up. I've been a bit unmotivated, though, due to more feature-full editors. I hope someone will like this, and I hope it can grow to be more powerful.

There's a new
blog open, and I'm going to be talking about programming there frequently. The blog will be up in the link section.

That's all for now. Hopefully things will go more smoothly from here on out.

August 26, 2008

THREE projects at a Time

They say programmers should be lazy, and that has me worried. Me, I'm a glutton for punishment. Project 4, an old-school puzzler called "Bwock", is now part of my daily work. Luckily, this project is coming along extremely fast thanks to the brilliant Gosu library. I've literally been on it for two days and I can already design basic levels in it. Here's a teaser:

Vasilisa

As for Alven, well; it's coming along better than I had even hoped. I got sick of Allegro's GUI and made my own from scratch, and I'm very proud of how it handles a nice pull-down menu. I've even used the tool to make animations and such for Bwock. I've been uploading videos of the development to Youtube, and it's about time I link one here:


Obviously, the GUI isn't shown, but you get the idea. And while unfortunately I cannot get a good recording of Bwock yet, I'll update with screens as the program gets further along.

Please check out the downloads, friends and projects page! I worked hard getting them updated, since I have no energy for coding at the moment ;)

July 10, 2008

Two projects at a Time

Considering how simple a program it is, it's a wonder that it's taken so long to complete Alven. The truth is that, being out of school, I'm now actually able to learn something. The more I learn, the more I throw away crap code for the good stuff. Because of my studies, it will now be a breeze to edit and add to this Alven program. Other programmers will like the simplicity of inserting their own Layout classes that can do just about anything. It's really nice.

But even better than that is the other project I have going on. I am a fan of INFORM, a simple programming language for text games. But I have beefs with it too, especially the fact that it uses zblorb files, which limit game size. I had worked for a while on a very epic text adventure called "The Familiar", and didn't even get past the first Act before I filled up the limit of the file. So I'm making my own scripting language interpreter that uses java and has no size limit whatsoever. It is incredibly easy to code for, and requires no compiling. The text files you write can be read directly into the game. Of course, if you feel like closing the source on your code, Im going to have to put in some kind of binary conversion... erg.

The program, which is currently entitled Jifi ( Java Interactive Fiction Interpreter ) is already powerful. I put a solid design into it that makes it easy to add stuff in a similar fashion to INFORM, but without a lot of language rules:

Room Den
has name: Your Den
has desc: This is your den. Isn't it nice?
has exit: [K]itchen = Kitchen

Thats it. Pretty easy, but there's even more to it than that. I will be very happy to unveil everything when it's done.

Job hunt's going poorly, by the way. I may have to slow production while I go on a major hunt...

June 03, 2008

Alive and Well

I finally graduated from college. Fanfare aside, I loath the prospect. I am likely to go back and finish Computer Science, especially given recent bad luck finding a job with an English Major ( and "I was avoiding the Math" doesn't cut it!)... but still, its the end of an era.

Oh whatever happened to that project, Alven? Why, I got smart of course. The source code for Al_Invade, while functional and fun, shows my early lack of knowledge regarding OOP. That is going to change with this, my more solid, robust editor for all your spritey needs. It is 100% OOP despite using Allegro's C libs. I have reformed them to my tastes. This comes from reading "Gang of Four" Design Structures and learning Java, both of which I'm enjoying.

Currently the code works nice. You can see the sheet of sprites, edit them individually with pen and paint, and it even has a simple GUI. This is something I will probably hand to the Open Source community once I am done, since I don't feel like making the tools more advanced than the current design. I'm finished with Allegro, frankly. Next is OpenGL.

So, I will be devoting myself to getting this thing out in high quality. But this is as I search for a job, so be patient... whoever's reading...

March 26, 2008

Keeping you updated

Hello again, myself... and anyone reading, in which case, thanks for paying attention. It's been a while since I released Al_invade, which I now know still has bugs. My favourite is that if you're pressed against the right side of the screen when you reach a boss, it will be paralyzed. What an oversight.

But I'm serious about my current project, and the one I have in my brain. I cannot begin to say just how big my plans are for ALVEN, and the RPG engine it's to be connected to. Nothing big and 3D, but it's time for an open source, lower-level alternative to a certain proprietary RPG Maker I used to use.

I have not given up on games though. Something quite similar to Septerra Core is in my mind, bubbling around. As well as I write stories, I'm sure it will be nice. I just wish i had a team.

March 12, 2008

Al Invade Final Beta released!!!!

I fixed several issues with my pet project, Al Invade. I've decided not to pretty up the code, because I can spend all that time working on ALVEN (see the project page). However, as far as functionality goes, I made the graphics a little neater, slowed down the enemy's ammo and made it more visible, and FINALLY dimmed the asteroid belt so that it doesnt interfere with the game. I consider this the final release unless there are bugs I don't yet know about. No QA Team :)

More news on Alven coming. It's a beautiful program already with some nice capabilities. I just know all the allegro programmers will like it.

February 27, 2008

BETA UPDATE

Though somewhat ready to stop looking at this code, I have fixed up Al_invade's beta to be much more pleasant to see, play and beat. Easier gameplay, neater graphics and fixed bugs have all been taken care of. Use your original scores.vas if you want to keep your high scores. The datafiles, levels.vas and the executable have been altered. There is also a changelog.

February 25, 2008

BETA RELEASE

It's like George Bush saying "Mission Accomplished!" but anyway, the program is out. The beta version of AL INVADE can be found in both the project and download section. It comes with the full game and the source code.

I'm going to alter a few things, then work on something more efficient. I have learned a lot from this project; I would have finished it sooner if I'd known what I know now. I'm ready to be done with it.... and on to something new.

February 18, 2008

Site fixed up

Well, I added some links in, and I went ahead and set up the project page. Now you can see all the screen shots and information in one place. I have tightened the code up significantly and am now working on the actual game, which - as all programmers know - is the easy part. The vast majority of your programming time is spent getting the stupid thing ready for what you want it to do. I get to make sprites and graphics and plan out levels now, which is enjoyable :)

I don't know how big the program is going to be now. The audio files for music are exceptionally large, and using OGG is a hassle (though I might). I may either find some midi files and use those instead, or have optional packages for download. I know these days most of you won't care if it's 2 megs or 50, bandwidth as it is, but I want to pull off a good, quickly downloadable program that won't be a hassle.

Anyway, the release day is this Sunday! So I'll be in overtime. :)

February 17, 2008

Project Update

New screens! A lot of things have changed that those won't show you, such as a powerup, scrolling backgrounds and an occasional mothership (see pics). There are new kinds of enemies too. I ran into a bit of a snag the other day when I learned some very late lessons about header files, but nothing that I would call a major setback. Right now the entire code is in one file, so I can split them up more neatly soon. I went into this thing without planning anything, and it's been fun. But tedious.

The projected date is still gold. Here are your promised screenshots:

New Backgrounds New Enemies Asteroids!




February 12, 2008

Project Update

Project has undergone an immense amount of change. As I am not musical or good with sound in general, I am pleased to have discovered soundsnap.com, where people with such talents have gathered to help out people like me. I still am not certain which ones I will be using, but the community in general is what has helped me. I also appreciate the honesty and ethical practices of the website's staff.

The file size is currently 7 megs, but 4 megs of that is sound and music. I will probably compress them to ogg. I've compressed the once-massive bitmaps to TGA format, which I'm beginning to prefer to JPGs. I don't expect the entire program to be over 3 megs, though even 10 wouldn't be expensive these days. The production value is pretty high considering I'm alone on it, I'm proud to say. It's not Cave Story, but I haven't spent five years on this thing. What I am proud of most is the graphics, which have come out just about as perfectly as I could have hoped.

February 10, 2008

Rebirth

Most people reading this will not have been to the site before, because it has been stale for over a year. Unfortunately, the entire team left for different reasons, meaning that I (Joseph Austin) am now the company.

The "company" has been hard at work, however. College is murder, but I have been working on a project on my own which will be released as an open source game. I've built it nearly ground-up using Allegro. A link to their website is at the top right of the page.

The project Im working on is called al_invade. It's named after a function in its source code, which will be distributed in the package. It's basically a Space Invaders clone with nice graphics, which is a bit outside the company theme but a good learning experience. A lot of modern game techniques have built on what that program did.

It's extremely far along. As you can see in the screen shots, the game is pretty much functional, if lacking in features. Click an image to see it at full size. The final game will be played full-screen.

Title gameplay Menu


All tools used on this project are open source. They include Gimp, Allegro, and Blender. It's been programmed on both a linux and a windows platform interchangeably, depending on what I had at my disposal at the the time. In other words, it will be highly portable.

I expect al_invade to go gold by the 24th of this month. If it gets stalled, it's because these stupid memory leaks won't tighten....