Compiler lover

Sunday, March 16, 2008

One year later

One year later, and I am still working on Kill Mario. KM has considerably changed, and now features so many things I am not sure I remember all of them. The code represents more than 600ko and 271 files!

The good news is that I am beginning to see the end of this project.

And OMG, I just noticed that my last post was posted on PI day at 3:14 PM. That is incredible.

Wednesday, March 14, 2007

Download an old beta

Click here to download Kill Mario. Keep in ming it's a very early version.

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Monday, January 29, 2007

IDE change

I switched a few days ago from Dev-C++ to Code::Blocks. It is a much better IDE and I recommend to everyone who is using Dev-C++ (it's just has easy to use).
This will make the project easier to compile for linux since there's a Code::Blocks package available for linux.
Also to make the program compilable on Linux and OS X, I included the code of a library I use that is windows only (SGE).

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Friday, January 05, 2007

Kill Mario's Music

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Thursday, December 21, 2006

This is me, trying to load a saved game.

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Sunday, December 03, 2006

What's new in KM? #1

Due to popular request (haha) , I am going to talk about what's new in Kill Mario:
  1. There's new music made by fellow programmer Onur C. The music is very good and suits the game much better than the pop rock music I was using up to now, but the quality of the recording is pretty bad. I hope he will send me an other version.
  2. Added an "About this program" in the menu.
  3. Added the option to turn off sound effects.
  4. The settings menu can be launched while playing. You can for instance change the resolution of the game while playing! Can Quake 3 do this ? aha! who's the better programmer now Mr Carmack ?
  5. Changed the splash screen.
  6. Uploaded Kill Mario to a SVN repository at Google. It's mostly useless since I don't plan on programming with anybody else but at least I know there's a copy of the source code somewhere, and it made me discover the basics of revision control. Link at the right.

And now the things I have to do:
  1. Add new enemies. The first one I'll add will probably be the koopa:
  2. Add a menu where you can choose the level you want to play, and allow saving.
  3. Now this one's the hardest one to add since it involves modifying the engine of the game which I haven't touched in a couple months: I have to give a depth property to all the objects so that I can decide in which order they are displayed so as to remove some graphical bugs. This involves a lot of delicate linked lists programming, but being better than Carmack makes me able to do these kind of things. I don't expect you to understand this mere mortals.
  4. Find other things to do...
  5. ...and do them.
  6. Stay motivated.

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Tuesday, November 21, 2006

First level screenshot

A lot of people asked me for some screen shots (haha), so here they are.
They were taken with different screen resolutions. In the final version of the game, I might not leave the possibility to play Kill Mario with a big resolution since:
1/ It might cause the game to run slowly on low end computer.
2/ It will affect the gameplay.

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