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Ugitha

Thursday, April 05, 2007. Ugitha is not dead. That zip contains both source and binary. I sped it up a good bit, mostly by removing useless checks in loops. Posted by Gerard Green at 5:25 AM. Monday, August 14, 2006. I've reorganized some of the code and fixed a couple of bugs with the music. I also changed it to only draw 30 fps instead of 60, to reduce the slowdown effect. More to come, but I want to start adding unit tests. Posted by Gerard Green at 1:01 AM. Saturday, May 06, 2006. It is probably my f...

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Ugitha | ugitha.blogspot.com Reviews
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Thursday, April 05, 2007. Ugitha is not dead. That zip contains both source and binary. I sped it up a good bit, mostly by removing useless checks in loops. Posted by Gerard Green at 5:25 AM. Monday, August 14, 2006. I've reorganized some of the code and fixed a couple of bugs with the music. I also changed it to only draw 30 fps instead of 60, to reduce the slowdown effect. More to come, but I want to start adding unit tests. Posted by Gerard Green at 1:01 AM. Saturday, May 06, 2006. It is probably my f...
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2 development blog
3 new version
4 what's next
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6 update
7 ugitha source
8 0 comments
9 final
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Ugitha | ugitha.blogspot.com Reviews

https://ugitha.blogspot.com

Thursday, April 05, 2007. Ugitha is not dead. That zip contains both source and binary. I sped it up a good bit, mostly by removing useless checks in loops. Posted by Gerard Green at 5:25 AM. Monday, August 14, 2006. I've reorganized some of the code and fixed a couple of bugs with the music. I also changed it to only draw 30 fps instead of 60, to reduce the slowdown effect. More to come, but I want to start adding unit tests. Posted by Gerard Green at 1:01 AM. Saturday, May 06, 2006. It is probably my f...

INTERNAL PAGES

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1

Ugitha: Update!

http://ugitha.blogspot.com/2006/08/update.html

Monday, August 14, 2006. I've reorganized some of the code and fixed a couple of bugs with the music. I also changed it to only draw 30 fps instead of 60, to reduce the slowdown effect. More to come, but I want to start adding unit tests. Posted by Gerard Green at 1:01 AM. Special Characteristics of Each World. Alrighty, I finally got some time to work on Ugith. Map Editer Just about done.

2

Ugitha: demo 3

http://ugitha.blogspot.com/2006/04/demo-3.html

Friday, April 07, 2006. Not a lot of visible changes. I've been busy with other classes lately. I'm going to try to get ahead in those this weekend so I can focus more on this. This demo mainly adds bug fixes and some non-behavior-affecting code cleanup. I also added some other colored blocks because I got tired of looking at black and white only. Oh, and it has a quick and dirty title screen. Dynamic block generators (It's a just hard-coded cheat right now.). Posted by Gerard Green at 7:05 PM.

3

Ugitha: February 2006

http://ugitha.blogspot.com/2006_02_01_archive.html

Saturday, February 25, 2006. Outline of Design Document:. VI Sound and Music. General Task List for Team Members:. Art, sound, story, level design. GBA-specific code (graphics, sound, saves, etc.). Level editor, game engine. These are what tasks each member will be primarily. Working on; in fact, each member will have a hand in most tasks. Timeline of Completed Tasks:. GBA-specific sound, sound effects. Posted by Mogosagatai at 6:59 PM. Ugitha is not dead. Special Characteristics of Each World.

4

Ugitha: final

http://ugitha.blogspot.com/2006/05/final.html

Saturday, May 06, 2006. Here's the final build of Ugitha, though I (for one) would like to keep working on it. Posted by Gerard Green at 12:00 AM. Special Characteristics of Each World. Alrighty, I finally got some time to work on Ugith. Map Editer Just about done. Use the source, Luke!

5

Ugitha

http://ugitha.blogspot.com/2006/04/alrighty-i-finally-got-some-time-to.html

Sunday, April 16, 2006. Alrighty, I finally got some time to work on Ugitha after an insanely busy week. So far I have a graphical running version of the gameplay simulator and it compiles fine on the GBA. This means map loading is taking care of, and running the map in real time is almost taken care of. I'm experimenting with pellet and laser collisions right now and if what I have doesn't reach fruition in the next few hours: me, Craig, and Dude will take a look at it tommorow. Use the source, Luke!

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thewaysgame.blogspot.com thewaysgame.blogspot.com

The Ways: February 2006

http://thewaysgame.blogspot.com/2006_02_01_archive.html

The development journal of the independent video game The Ways. Thursday, February 23, 2006. Task List and Milestones. Heath, Josh, and James COMPLETE. Create a basic level. Create a character to walk around the level. Select and implement some background music. Create the map generator. Monster translation from map file. 3 monsters and their basic intelligence. Select sound effects and implement. Sanity loss from monsters attacking. Placeholder art for monsters. Select sound effects and implement. Bette...

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The Ways: March 2006

http://thewaysgame.blogspot.com/2006_03_01_archive.html

The development journal of the independent video game The Ways. Tuesday, March 28, 2006. Here is our mid-cycle milestone for weeks 2 and 3. We currently have collision detection, light, monster transitions, sanity, and a sample map using our map generator in the build. A - increase sanity. B - decrease sanity. L - toggle light. Posted by dekarguy at 11:26 PM. Saturday, March 11, 2006. We just finished Milestone 1. Ahead of schedule and it is up for everyone to enjoy. Onto the next task we go.

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The Ways: April 2006

http://thewaysgame.blogspot.com/2006_04_01_archive.html

The development journal of the independent video game The Ways. Monday, April 24, 2006. 3 days of frantic debugging and I found the problem. I found what I did to cause the problem and removed it. When I was changing around the menu to get the UI working, I changed the Player class around and used Player = new Player(class,x,y); in order to change which hero a player was playing as, this wasn't working right, so I overloaded the operator =. Posted by dekarguy at 11:51 PM. Saturday, April 22, 2006. I just...

thewaysgame.blogspot.com thewaysgame.blogspot.com

The Ways: July 2006

http://thewaysgame.blogspot.com/2006_07_01_archive.html

The development journal of the independent video game The Ways. Wednesday, July 26, 2006. Spent the last day working on revamping some of the more horrendous parts of the code. Changed the entire Entity layout to involve inheritance. My original design for it had incorporated it, but when I hashed the code together, I forgot about it and did it in a roundabout way. More to come soon. Posted by dekarguy at 12:41 AM. Finshed. for now. Better Late Than Never, Right? 5/4 Update before sleep.

thewaysgame.blogspot.com thewaysgame.blogspot.com

The Ways: May 2006

http://thewaysgame.blogspot.com/2006_05_01_archive.html

The development journal of the independent video game The Ways. Thursday, May 04, 2006. Finshed. for now. Our final build for class is availible. The Ways - Final. The Ways - Final Source. More to come later. Posted by dekarguy at 5:02 PM. I've officially declared myself done with the coding. With just a little over an hour left there isn't enough time to get started on anything else, and my brain is rather fried as it is. So, how about I recap what I've been doing all night and day? With my break over a...

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Ugitha

Thursday, April 05, 2007. Ugitha is not dead. That zip contains both source and binary. I sped it up a good bit, mostly by removing useless checks in loops. Posted by Gerard Green at 5:25 AM. Monday, August 14, 2006. I've reorganized some of the code and fixed a couple of bugs with the music. I also changed it to only draw 30 fps instead of 60, to reduce the slowdown effect. More to come, but I want to start adding unit tests. Posted by Gerard Green at 1:01 AM. Saturday, May 06, 2006. It is probably my f...

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