Jay McGavren's Journal

2010-01-16

Jemini Tutorial (Part 2 of 2)

In Part 2 of our tutorial, we’ll create some enemies for our player to fight. We’ll set up collision detection, use timers to make a pretty fading effect, and set up a custom manager to coordinate enemy movements and shooting.

Be sure to visit jemini.org for help on starting your own game!

You can view part 1 here.

Jemini Tutorial (Part 2 of 2)

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2010-01-16

Jemini Tutorial (Part 1 of 2)

Jemini is a Ruby-based framework for game development. In this screencast, we’ll create a shooter game from scratch.

Part 1 shows creating a project, setting up a game state, loading animations, music and sound effects, and setting up keyboard input and event handlers. (Not bad for 22 minutes, right?)

You can view part 2 here.

Jemini Tutorial (Part 1 of 2)

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2010-01-03

Puerto Penasco/Rocky Point was fun, if not exactly my cup of tea… This was my first time to Mexico, so we weren’t exactly seasoned travelers, but we got by and actually had a good time.

Rocky Point

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2009-12-13

SVG On Acid...

Everything so far has relied on some tricky-to-install GUI gem… Working in SVG lets Ruby On Acid make pretty graphics (viewable in any modern browser) by outputting plain text.

Here’s a few samples. I’m sure I could produce more consistently pretty results with more SVG expertise, but that’s something I’ll have to play with another time.

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2009-12-05

A computer can mimic the style of a classical composer by analyzing sheet music. I bet GUIs could be (partially) generated for command-line tools. You just analyze how people mapped a CLI tool’s functions to a GUI wrapper (say, Git vs. GitX), then apply the rules you learn to other CLI tools.

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