Strict Standards: Declaration of action_plugin_importoldchangelog::register() should be compatible with DokuWiki_Action_Plugin::register($controller) in /nfsmnt/hosting1_2/8/2/82f54cb0-e474-4da4-9cdc-40dcd737e16b/mypage.sk/sub/tery/dokuwiki/lib/plugins/importoldchangelog/action.php on line 8

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Strict Standards: Declaration of action_plugin_popularity::register() should be compatible with DokuWiki_Action_Plugin::register($controller) in /nfsmnt/hosting1_2/8/2/82f54cb0-e474-4da4-9cdc-40dcd737e16b/mypage.sk/sub/tery/dokuwiki/lib/plugins/popularity/action.php on line 0

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tery:progress_log [TeryWiki]
 

Post your progress below this line. Please first add your signature and current date. You can add it automatically by pressing Alt + Y or by pressing rightmost icon above edit window. Add your new message on top. cheers :)


Mirex 2012/12/06 07:37

Mirex 2012/11/17 06:36

Mirex 2012/08/01 11:05

Mirex 2012/03/02 14:38

Mirex 2012/01/15 00:59

Mirex 2012/01/06 23:21

Mirex 2011/12/26 20:57

Mirex 2011/12/26 20:57

Mirex 2011/11/20 13:45

Mirex 2011/11/17 12:25

Mirex 2011/10/23 20:35

Mirex 2011/08/31 10:02

Mirex 2011/06/27 09:56

Mirex 2011/05/08 23:25

Mirex 2011/03/01 20:32

Mirex 2011/02/11 12:31

Mirex 2011/02/09 21:52

Mirex 2011/01/19 21:51

Mirex 2011/01/03 10:53

Mirex 2010/12/13 15:41

Mirex 2010/11/29 13:45

Mirex 2010/11/19 08:46

Mirex 2010/11/08 12:50

Mirex 2010/10/31 10:06

Mirex 2010/10/21 06:01

Mirex 2010/09/29 14:36

Mirex 2010/09/27 09:13

Mirex 2010/08/23 14:02

Mirex 2009/11/20 14:30

Mirex 2009/09/17 23:01

Mirex 2009/08/11 11:24

Mirex 2009/07/21 11:14

Mirex 2009/05/21 15:44

Mirex 2009/04/11 20:23

Mirex 2009/03/30 00:32

Mirex 2009/03/23 10:57

Mirex 2009/03/17 00:15

Mirex 2009/02/13 15:28

Mirex 2009/01/26 08:19

Mirex 2009/01/19 15:23

Mirex 2008/12/22 13:33

Mirex 2008/12/17 11:41

Mirex 2008/12/16 09:43

Mirex 2008/11/30 13:46

Mirex 2008/10/28 09:23

Mirex 2008/10/23 08:38

Mirex 2008/10/17 16:07

Mirex 2008/10/13 08:14

Mirex 2008/09/25 13:05 I did not write here for a long time. But in meantime many things happened:

Mirex 2008/09/05 23:34

Mirex 2008/08/31 17:58

Mirex 2008/08/24 17:44

Mirex 2008/08/18 14:08

Mirex 2008/08/08 18:33

Mirex 2008/08/05 07:59

Mirex 2008/07/29 00:35

Mirex 2008/07/28 00:40

Mirex 2008/07/23 12:33

Mirex 2008/06/24 23:16 What happened since last release:

Mirex 2008/06/10 22:45

Mirex 2008/06/03 00:47

Mirex 2008/06/01 22:08

Mirex 2008/05/29 00:20

Mirex 2008/05/28 12:02

Mirex 2008/05/24 21:29

Mirex 2008/05/19 00:35

Mirex 2008/05/05 00:00

Mirex 2008/05/02 00:19

Mirex 2008/04/22 01:20

Mirex 2008/04/16 23:14

Mirex 2008/04/16 23:04

Mirex 2008/04/04 00:28

Mirex 2008/03/25 00:27

Mirex 2008/03/14 00:24

Mirex 2008/03/05 22:59

Mirex 2008/03/01 22:20

Mirex 2008/02/11 23:52

Mirex 2008/01/06 00:13

Mirex 2007/12/16 12:32

Mirex 2007/11/22 00:32

Mirex 2007/11/14 21:48

Mirex 2007/11/10 00:19

Mirex 2007/10/24 11:28

Mirex 2007/10/16 15:37

Mirex 2007/10/08 01:04

Mirex 2007/09/28 00:57

Mirex 2007/09/16 16:12

Mirex 2007/09/07 01:11

Mirex 2007/08/26 23:54

Mirex 2007/08/15 15:00

Mirex 2007/07/19 09:15

Mirex 2007/05/28 12:02

Mirex 2007/05/17 11:34

Mirex 2007/04/15 12:09

Mirex 2007/04/14 00:09

Mirex 2007/04/01 23:26

Mirex 2007/03/27 23:24

Mirex 2007/03/26 23:02

Mirex 2007/03/18 22:21

Mirex 2007/03/14 13:31

Mirex 2007/03/06 10:36

Mirex 2007/02/26 11:12

siiilon 2007/02/17 23:52

Mirex 2007/02/14 09:36

siiilon 2007/02/12 9:30

Mirex 2007/02/05 12:19

Mirex 2007/01/28 23:47

Mirex 2007/01/27 14:35


Old progress log in Slovak language

- spustena dokumentacna wiki na http://tery.mypage.sk - idem tam aj presunut aj tento progress log.

0000010100792011014038720175363302878905

mirex 21.01.2007. - 11:37:32

- core prerobene

0000010100792011014038720175363302871585

mirex 17.01.2007. - 18:55:47 (modif: 17.01.2007. - 19:21:08)

chut! - zacal som robit platformovy level a level ktory sluzi ako main menu - prerabam core tak, aby kazdy objekt (ktory bol povodne s_level_object) bola classa odvodena od neho, s prepisanymi virtualnymi funkciami. Taktiez creature je sablona (zdedena z level objectu) pre dalsie creatury. - ozval sa mi jeden poliak ze by sa aj zapojil, je to zatial ale na mrtvom bode - :) skusam spat menej, 5-6 hodin - chcem zalozit stranku tery.mypage.sk a nahodit tam wiki, do ktorej budem zapisovat nieco ako 'dokumentacny projekt tery'. Vyzera to tak ze pouzijem MediaWiki.

0000010100792011014038720175363302845180

mirex 05.01.2007. - 14:11:34

nechut stale pridane nieco ako vektor pohladu creature, ktore moze sluzit ako vektor pri pohybe a modifikuje vektor strely ktoru creature vystreli

0000010100792011014038720175363302799432

mirex 10.12.2006. - 09:38:15 (modif: 10.12.2006. - 09:40:01)

apatia, nechut do prace. uprava enginu na std::map< int, object* > sposobila bugy, idem ich odstranovat. Pridal som system event queue ktory vykonava dolezite veci ako nahranie levelu atd. Dovod - ak by som nahraval level z bezneho event queue moze to sposobit nekonzistentnost (kedze nahranie levelu sposobuje vymazanie celeho event queue.

0000010100792011014038720175363302773162

mirex 24.11.2006. - 14:24:19

ok vraciam sa spet do povodneho cyklu, teraz skor opravujem / prepisujem kus kodu - spravu objektov

objekty nebudu riesene ako: MrxArray< objekt > objects;

ale ako std::map< int, objekt* > objects;

tu budu naalokovane vsetky objekty. je to aj kvoli tomu aby pointer na objekt bol stale valid. pri starsom sposobe sa pri resizovani pola mohol invalidatovat pointer. Takto sa invalidatne iba ak objekt prestane existovat.

pod-zoznamy objektov, ukazujuce na tie iste objekty. pre jednoduchsie prehladavanie objektov. std::map< int, objekt* > creatures; std::map< int, objekt* > blockers; std::map< int, objekt* > triggers;

0000010100792011014038720175363302763114

mirex 19.11.2006. - 02:59:13

v robote je uz nejaky cas vela roboty, robim aj cez vikend takze vobec nemam volny cas …

0000010100792011014038720175363302726551

mirex 31.10.2006. - 23:51:01

- Pridana moznost vystrelit projektil cez skript event projektil je tiez objekt typu creature, ma vlastne spravanie vybuch / damage je tiez robeny cez skript - pridane 'perform once per trigger / actor / level ' script eventy - pridany objekt typ 'display' - sprite ktory konvertuje string s premennymi do obrazku vybranym fontom a zobrazuje ho.

0000010100792011014038720175363302653207

mirex 26.09.2006. - 08:38:58

back on track, bugfixing Tery blockery uz konecne viac-menej funguju

0000010100792011014038720175363302625384

mirex 10.09.2006. - 17:10:20

tak Biturn je viac-menej uzavrety, idem sa znova venovat Tery. Idem na kolizie, aby Blockery fungovali tak ako maju. Siiilon mal napad otestovat engine na spraveni niecoho ako Chaos Engine (2d strielacka zvrchu).

0000010100792011014038720175363302575348

mirex 16.08.2006. - 11:44:54

Siiilon zacal pracovat na triede obsluhy zvuku. Je uz treti ktory na tom zacal pracovat, dufajme ze to dokonci :) Ja stale bugfixujem/featurujem Biturn

0000010100792011014038720175363302383652

mirex 19.05.2006. - 09:57:46

Nachvilu som prehodeny na projekt Biturn, vybavujem requesty (BloodRayne, TrainSim, Fear )

0000010100792011014038720175363302346418

mirex 04.05.2006. - 10:07:21 (modif: 04.05.2006. - 10:08:30)

preportovane na Mac aj na Motorla HW. toz robim trochu aj na Biturne tak to ide pomalsie

0000010100792011014038720175363302257416

mirex 23.03.2006. - 23:19:10

release, https://kyberia.sk/id/2257382/ ide to pomaly :( ale ide to :) uz byvam v TN

0000010100792011014038720175363302218147

mirex 08.03.2006. - 15:51:09

pomaly pomaly. RL a GF mi asi zaberaju prilis vela casu.

0000010100792011014038720175363302145281

mirex 04.02.2006. - 19:34:40

Ufff … stale mam tu tvorivu krizu … prirabam nutne dekoracie, demo ma uz miestnosti: Main hall, Transports, lights, Top2d dungeon, basement a navrh autodrahy

0000010100792011014038720175363302065715

mirex 03.01.2006. - 11:19:11 (modif: 03.01.2006. - 11:25:47)

- dorobil som script eventy IF <value> THEN a JUMP TO <mark>; lahsie sa s tym pracuje ako IF <value> EXECUTE SCRIPT - dorabam nove potrebne featury do editoru - robim demo level ktory bude testovat featury, ale je to zlozitejsie ako sa zdalo, treba pri tom dorabat rozne veci do editora

0000010100792011014038720175363302015375

mirex 05.12.2005. - 14:09:26 progress | conf grr pomaly - pridavam dalsie typy eventov a ich implementaciu - k premennym sa da pristupovat aj cez hodnoty premennych - new GF

0000010100792011014038720175363301986460

mirex 17.11.2005. - 15:15:47 (modif: 17.11.2005. - 15:18:12) progress | conf uff kvoli nechuti to ide pomaly; ale je tu nejaky progress; - script editor je hotovy - vyrabam tech demo level - pridavam do script editoru nove volatelne eventy, vsetky na ktore pridem ze by sa mohli hodit alebo je ich potrebne mat v testleveli - decorations sa daju vytvarat aj animovat, ich stav sa da prepinat aj cez skripty - v zavislosti na tom vsetkom upravujem load/save funkcie, aby zvladli tieto nove informacie

0000010100792011014038720175363301895696

mirex 30.08.2005. - 16:25:16 thus spoke mirex in '– project Tery work progress log –' | conf dovolenka skoncena, mozeme pokracovat :) dorabam script editor, a RGB edit controll

0000010100792011014038720175363301862305

mirex 18.08.2005. - 00:08:08 18.08.2005-0:08:08 | conf nuz progres ide pomaly, chut poklesla, robil som este nieco pre chalanov na robota . Odchadzam na tyzden na dovolenku do chorvatska.

0000010100792011014038720175363301827361

mirex 04.08.2005. - 10:19:28 thus spoke mirex in '– project Tery work progress log –' | conf Zacal som robit na skriptoch, hlavne editovacie okno Dal som inzerat na gamedevnet fora, http://www.gamedev.net/community/forums/topic.asp?topic_id=335523 bude treba scasu nacas bumpnut id Psychooo sa ozval, na triede este vobec nezacal robit

0000010100792011014038720175363301812688

mirex 29.07.2005. - 10:26:14 thus spoke mirex in '– project Tery work progress log –' | conf Dokonceny maly rpg level (pohlad zhora), celkom pekne vyzerajuci, pouzita grafika od Ari Feldmana. Releasnute a ukazane na fore.

id Psychoo sa vobec neozyva, takze ani neviem ci zacal robit na tej triede. Siiilon z icq ma navrh na dej hry, rpg z hlavnou postavou exorcistom a tak :)

0000010100792011014038720175363301796451

mirex 22.07.2005. - 11:05:00 thus spoke mirex in '– project Tery work progress log –' | conf tento tyzden zasa nic :( zacal som s chalanmi robit na tom softwari na roboticke rameno

0000010100792011014038720175363301780438

mirex 14.07.2005. - 17:17:02 thus spoke mirex in '– project Tery work progress log –' | conf ide to pomaly, bugfixing editora; dalsi tyzden hadam zacnem prirabat skriptovanie

0000010100792011014038720175363301765889

mirex 08.07.2005. - 13:47:54 thus spoke mirex in '– project Tery work progress log –' | conf aha a id [Stenlis] rozmysla nad pribehom … v poslednom case som nejaky neproduktivny, robim iba par riadkov kodu za den … alebo skor GTA SA :(

0000010100792011014038720175363301754458

mirex 04.07.2005. - 15:26:31 thus spoke mirex in '– project Tery work progress log –' | conf takze co je uz hotove:

-2d vykreslovaci engine, vie kreslit sprity, animovane -level pozostava z background a foreground spritov, usporiadanych v mriezke, a z priechodzych/nepriechodzych blokov. -objekty –priserky maju zakladne AI, vedia behat zlava doprava a naopak, maju naaplikovanu gravitaciu, vedia skakat, daju sa ovladat aj klavesami –kamera, tiez ma zakladne AI, sa da hybat aj cez keyboard –trigger fieldy funguju –blockery ciastocne –dekoracie - zakladna funkcnost, zobrazuje jednu animaciu –path pointy formuju cesticky, voziky sa po nich hybu –object parenting funguje

- nahravanie a ukladanie levelov do suborov. Je tam este nejaky bug, a treba dorobit nove featury, ked dorobim featury do level editora. - level editor. Ovlada sa mysou, su tam rozne menu na pracu s levelom, pridavanie objektov, ich pohyb, zoznam objektov, ich modifikacia; (treba dorobit skriptovanie) - popri kode spisujem aj dokumentaciu tried, a taku vseobecnu dokumentaciu, v anglictine

- na pracu na triede pre jazykovu podporu CTeryLanguage zacal robit id [psycho] a na triedu na podporu zvuku CTerySound bol prideleny id [smilodon].

0000010100792011014038720175363301753661

mirex 04.07.2005. - 11:39:21 thus spoke mirex in '– project Tery work progress log –' | conf proste som si povedal ze konecne jeden projekt dotiahnem do konca a hru som chcel spravit uz od malicka

este sa nevie o com ta hra bude. Ja robim hlavne na engine, a chcel by som z toho aspon jednu akcnu hru :-)) Ale predstavu na hlavny produkt mam ze RPG (asi z hora), s tazkym pribehom, nejakymi zapletkami, mini-hrami, logickymi problemmi a podobne.

ja to ani nerobim pre to aby som na tom zarobil skor ako fan project. chcem aby to bolo funkcne a dobre a pokial to bude kvalitne tak potom mozeme rozmyslat nad predajom. mozno nejaky shareware alebo tak .. predaj po nete

tery/progress_log.txt · Last modified: 2012/12/06 08:08 by mirex
 
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