Construction continues as you can see in the image below. I'm almost done with all the major cutting and nailing. Just four more cuts on some plywood and I should be ready to sand and poly. I was about to finish the control panel but I decided to take a step back and think about how I can build it so I can get at the controls and wires without a lot of trouble.
I learned from my controller experiment is that my wiring connections needed to be checked and rechecked. Even though I was using the right connectors, I was fighting the contacts. I think I know what to do right this time, but my test controller was open on the bottom which facilitated working on the button and IPac2 connections. For this arcade, I want to make sure I can build and get at the buttons without too much trouble.
Sunday, October 23, 2011
Wednesday, October 19, 2011
Blocks that Fall in Unity
If you've been to the IGDA Twin Cities meetings, or have seen any of the videos (here and here) where I presented the idea of collaborative game developing, you know that the group is off and running. We're moving forward with a Mr. Driller inspired climbing game of block destruction.
We've done a lot of development over the two months we've been at it. However, at the last meeting a number of bugs showed up during the live demo. Due to certain circumstances (my laptop fell to ground and quit working) I ran the game demo on a netbook. Although the game still played well, a number of bugs appeared more often than in my play testing, probably related to framerate and physics calculations.
As a game developer, something I've always wanted to do was program a Tetris clone. Why? Well, because although its simple, its also a good exercise in programming for a novice game programmer. Alas, its also one of those things I've never done (but always think about). Given the troubles we're experiencing with the existing block falling code in the game, I decided it was time to take a crack at it.
We've done a lot of development over the two months we've been at it. However, at the last meeting a number of bugs showed up during the live demo. Due to certain circumstances (my laptop fell to ground and quit working) I ran the game demo on a netbook. Although the game still played well, a number of bugs appeared more often than in my play testing, probably related to framerate and physics calculations.
As a game developer, something I've always wanted to do was program a Tetris clone. Why? Well, because although its simple, its also a good exercise in programming for a novice game programmer. Alas, its also one of those things I've never done (but always think about). Given the troubles we're experiencing with the existing block falling code in the game, I decided it was time to take a crack at it.
Wednesday, October 5, 2011
Acrade construction continues
I'm building my arcade cabinet in three parts: top, bottom and controls. These pictures show me putting the top and bottom together. It's the right height and seems pretty stable.
Tuesday, October 4, 2011
Three Riker Picard
I made this last night for the IGDA Twin Cities Podcast Episode 9, titled Three Riker Picard. Listen to it if you want to hear how this idea came to be.
Check out "Three Wolf Moon" on Amazon if you don't know what it is to see the inspiration for this work of art!
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