Archive for the ‘Neox’ Category


Monday, May 18th, 2009

I worked some on Neox yesterday, I think I will work on it more today as well. There’s a lot of stuff I feel like ripping out and gameplay issues I have yet to solve. It’s basically a lot of non-coding stuff that needs to be solved and I know that’s what has discouraged me from working on Neox, I simply don’t know what I want. That and graphics are a pain.

Just thought I’d say something, go back to work!

Short and Quick Update

Wednesday, April 1st, 2009

This short and quick update is just to say once again that life is full of things to do that don’t revolve around my computer. Just posting to say I’m alive and that I do remember that this neox-blog exists! Some day, the adventure should continue, as soon as I’ve reached some sort of balance in my life.

Note: This is no April’s fool joke.

Note 2: The previous note is not an April’s fool joke.

Note 3: Neither was Note 2.

Note 4: … you get the point.


Wednesday, March 18th, 2009

Ok, so that didn’t last long. I guess I just don’t have the focus right now. I have too few hours during the day that I can concentrate on my own programming, and currently I’m diving into MVC a lot because it might just aid me a lot in the coming days at work and so forth.

We’ll see what happens to Neox, the response about the game has been very low, somehow I guess that makes it less of a problem being slow on updates.

I’ll write more as I get a firmer grip on what I’m going to do about Neox - I’m starting to feel like I should have a blog that’s all about my programming - because wether it’s Neox or not, I always do some form of coding as a hobby. I’ll think about it atleast!

Good news!

Thursday, March 5th, 2009

I will shamelessly be short and say that I’ve decided to put my other projects aside to continue Neox, I will open the project and dive into it this evening. Perhaps I’ll get down to putting it all in a designdocument, that way I’ll have an easier time catching up on what needs to get done. I’ve been highly inspired by Cave Story, Chrono Trigger and Earthbound as of late.

Quick update

Sunday, February 15th, 2009

I’m using the QuickPress function now, because I’m closing in on getting back on track to code Neox. The first few weeks at work has gone by and I’m catching up a bit on sleep - I’ve started to have more ideas after watching a lot of Earthbound lately.

I have gotten some Loss/Lame on Gruedorf and actually it feels darn right for me to have broken the double-zero percents in order to join the lameness of my fellow gruedorf-brethren.

I’ve noticed that the traffic to this site hasn’t changed much eventhough I’ve been very bad at keeping this blog interesting, but I hope to be back on track soon, so keep checking back - if not tomorrow, next week or maybe next month!

I figured..

Saturday, February 7th, 2009

You see, I figured I’d let myself start to get % LOSS and LAME on gruedorf because Neox has taken a siesta. The project doesn’t feel dead to me, it’s just that I don’t have the current energy built up for it. I come home nowadays and fall asleep at once basically, however I’ve had the heart to do something else meanwhile that doesn’t require as much artistic ideas.

An application called Campaign Keeper, it’s supposed to keep track of a whole campaign in pen/paper role-playing. Unfortunately for most of my visits this means “no fun” because it’s being made for a Swedish roleplayinggame and in Swedish.

I reckon this actually counts as a gruedorf post, since Grue himself bloggs about some forum work! So, HAH! - check it out if you want, it’s in Swedish though.

To those who come here to see what the site actually is about, Neox, I’m sorry. I will keep posting but right now I am clueless about when I’ll be able to get back on track with Neox.

Gosh darnit..

Sunday, February 1st, 2009

This post will contain mostly unsatisfying rambling from my part, because the truth to this story is - there has been no progress on Neox this past week. I have not lost the will, just not had the time (read: but the flesh is weak).

I have lots of reasons to why progress has halted for a while, but I’ll spare you my feeble excuses, by now you’d want my blood, punishment and torture! You’d be calling the hounds engulfed in hell’s fire to slash my bowels op—

Right! So anyway..

A Short About Neox

The space wizard Neox is a brilliant wizard. His smile is known throughout the universe to have caused a series of stars to implode. He is a master of the universe, he controls flame and ice, earth and sky! As long as he has his precious book “The Art of Magic” which is a holy relic he acquired during one of his most marvellous adventures. He wouldn’t be much without it, actually, he’d be quite mediocre. Having an intellect larger than the combined brain-power of 2′492 Zwilian moles has been a constant burden to his social side - which could do well with a miraculous improvement. Being omnipotent has its downsides, and thus rewarded him with no friends but an entourage of fans and other kinds of crazy.

The story will start off with Neox alone, because that’s how he leads his life. It’s both by choice and consequence, because he is fairly smart and trusting the people of the universe is something he has learned not to do.

The idea of the game is to be rather cliche and put some details and changes into it that suits my vision of a better game. Trying to rectify all those “they could have done this in another way” in other games - and ultimately I know there’s going to be those kinds of thoughts about Neox both from myself and others because you can’t please everyone and I will have to skip some wild and fun ideas or downsize them.

This post will remain short and just a bit informative, but I really hope to get more done on Neox soon, I might even start now after this post - but the next week at work is going to be the start of a large project.

Maps and Code

Sunday, January 25th, 2009

This past week has been keeping me both really tired and busy. I haven’t been able to do much in Neox and I notice now that I’ll have to plan where to attack next in advance. It was easier when you had all the time in the world and you could just do whatever felt right at the moment, but now there’s a lot of working systems and small touches to big details that need attention and I feel the need to approach them according to priority. Priority to what? Yeah, I need to sort that out as well. A playable demo? Storyline? The actual game or more tests?

Ironing out these things will be a first priority right now but I’ll definitely code more meanwhile. I spent a lot of time yesterday on a neox-related thing that’s outside the game, I’m being evasive here because I haven’t decided if I will deploy it. I’ve also been working on some javascript and html because I might build a website around Neox instead of keeping it ONLY as a development blog. This is future stuff and is why I need to prioritize better.

I have put some time into making a second playable map with Chompers in it. This is basically to test that everything is working as planned when changing maps and to test my old indoor tileset with parallax, and it looks good even if it’s simplistic.

Inside Map

Inside Map

I’ve been checking the performance profile for Neox on Windows and it’s nowhere near any dangerous FPS hogs, not all that surprising since I don’t really do anything horribly CPU consuming. I tried throwing a few thousand Coin Particles in at the same time and the performance profiler seemed to give weird results, but the ones I could read seemed promising and ingame there was not so much as a hint that the FPS would drop. I don’t think my game will ever become a drain on the system in any way right now, so this is good news I guess. I think I’ve been rather good at writing efficient and easy-to-develop-with code that should work well on the Xbox 360 - but this remains to be seen.

I will get my priorities straightened and I hope to get back on some REAL Neox-updating-tracks!

Updates Should Be Fun

Tuesday, January 20th, 2009

However, this one will probably not be as fun as I would have hoped. I have become slower in updating my blog - wait, before you go off thinking that I mean it’s dying you are very much mistaken - I thought I’d be able to update every second or third day, but I’ve had to keep myself to updating every fifth or sixth day it would seem.

This is not terrible since gruedorf allows seven days atleast, but I’ve always wanted to keep this blog as alive as possible and I will do my best to work on making fun and frequent updates to Neox.

The reason I’m going slow? Well, it’s definitely a part of getting into the design aspect of the game. I’ve created a lot of the systems now, they need tweaking and recoding and that consumes quite some time which sadly doesn’t create much interesting stuff for the blog, and secondly it’s because the last few days I’ve had the last exam for my school which I hadn’t studied for - had my best friend over who I hadn’t met in six months or so (he has moved in order to complete his own studies, it’s awesome to see more people finding their call) and I just started working at a company today and had to prepare mentally and get done with all other things like nagging the school for grades etc.

Anyway, so what HAVE I actually done? I’ll just copy/paste some notes I’ve jotted down in my project.

* Changed the whole ParticleSystem from using a Generic class to a Factory design pattern.
abstract ParticleSystem, abstract Particle
class DirtParticleSystem : ParticleSystem
class DirtParticle : Particle

* Added arrows to BoxSprite which is used by GameMenus to tell if there are more items Up or Down in the list outside visual range.

* Added GotHit, StandardGotHit, StandardDeath animations to BattleAnimations
This really did a lot for battle smoothness, I intended on making a movie for you guys, but it really looks much the same in general except some animations, so I’ll wait until I have just a bit more to show you.

* Added Splice-extension to int
It’s just a simple function to get rid of ugly stuff like; int number = (millisecondspassed % 1000) / 50; in this case it’s rather readable, but when you want 42 milliseconds for each frame/number and you have 13 frames/numbers you want, you’ll have millisecondspassed % (13*42) / 42. instead you do; int number = millsecondspassed.Splice(42, 13); you might think this looks like a really minor and maybe unescessary tweak - but mostly it will make less-explainable code, more explainable because splice takes two parameters, milliseconds per frame and frames. This helps in animating some simple stuff based on time and extensions like these just make code more readable to me atleast.

* Added Vector2Tweener class
Tweens positions, I just wanted a simple class, which could probably work as a struct. I think I have a reason why it’s a class actually, too tired to think of why at the moment. Anyway, you basically give it three parameters, Vector2 start, Vector2 destination, int ms. When you ask for the value of the Vector2Tweener it will return whatever is the current Vector2 between start and duration based on how many milliseconds have passed out of the total you put in as a parameter.

I hope to update really soon with some more interesting stuff, in about a day or two, which hopefully is more graphic and entertaining! Keep checking the blog!

On Edge

Thursday, January 15th, 2009

I won’t go into really deep detail here about the workings of what’s called Edge in Neox. I’m pretty sure I covered the basics in an earlier post but I’ll recap a short version of it. Edge is a way of keeping track of who has the upperhand in the battle and by how much. If the sword is far to the left - the player has the advantage, if it on the other hand is far to the right - the enemy has the advantage. The exact formula and what will be positive and negative Edge is by no means determined in the video I will post here, it’s just to show you how it looks in the battle system at the moment. It has no real implementation more than moving depending on what action you and the enemy take.

For a brief video of how Edge looks in its first stage of design, click the link below.

Video: Edge Demonstration

The platform implementation, how it affects the game from the platform perspective, is that when you get the jump on the enemy catching them off guard you’ll probably start the battle with the Edge at your advantage, being surprised by an enemy however will probably result in a disadvantagous Edge at start. Special mechanics in the game will manipulate Edge in favorable and non-favorable ways.

On other notes regarding Neox, I’ve been working a lot on rewriting some systems in the engine, the generic game menus are becoming more versatile and I struggle with the general design right now. Nothing is final this early in development, so it’s not going to take a lot of my time.