As mentioned earlier I am travelling soon (three days left!) which is why I am lacking the time to properly mention what I am doing, for a quick progress update:
時間の天使, Progress is fine I can decompress Yaz0, Yay0 and MI0, currently reverse engineering the mesh format.
ao oni, haven’t worked on since last update, lacking the time
FUESAGOW, been doing some light work on this, added some easter eggs nothing worth mentioning (well, at least not unless I want to spoil the easter eggs…)
Also working on a secret project that a very small amount of people know of, will announce it whenever it’s done.
CG, Game Development, Japanese, OpenGL/GLSL, Programming, WireCube Entertainment
UPDATE: Current projects
by Andreas Björkman (owner) • • 0 Comments
Due to traveling in 19 days any and all development of these projects will be postponed indefinitely (aka until I can set up the primary workstation again):
Unnamed game based on “ao oni” [sic]
Unnamed game internally nicknamed “FUESAGOW”
Projects I will work on during this time (small enough to work on when traveling)
時間の天使 (jikan no tenshi – angel of time)
A utility meant for modding N64 ROMs, there are many utilities for this already but none of them can do more than one thing and most are buggy and/or have weird compatibility.
Current state of development:
Can decompress Yaz0
Can read the file table of Ocarina of Time and Majoras Mask
What will be implemented
support for MIO0 and Yay0 compression
Extraction of files in ROM
Editing of files and ASM
Rebuilding the ROM with a brand new file table
What might be implemented
Dlist editing
Support for various misc. features
Map/Model importing
Porting between games
[other misc. features, feel free to add suggestions in the comments]
3D, CG, Game Development, Japanese, OpenGL/GLSL, Programming, WireCube Entertainment
The projects we are currently working on
by Andreas Björkman (owner) • • 0 Comments
WireCube Entertainment is currently working on two projects, one is an unnamed game inspired by “ao oni” [sic] and it is almost at a playable state, the other has already been mentioned and is currently unnamed but is internally referred to as FUESAGOW (this is subject to change) which is not yet at a prototype stage.
For some more information about them.
The first project will be free and open source and utilizes the Irrlicht rendering library, the bullet physics library and CEGUI for the user interface.
The game is inspired by “ao oni” [sic] but has some major differences, the two most relevant being that it is 3D as a difference to “ao oni” [sic] which is 2D and that it is first person instead of third person as in “ao oni” [sic].
The objective will be the same as in “ao oni” [sic] and will feature 3D versions of all the maps and puzzles from version 1.1, 3.0, 5.2 and 6.23 (Each one of these are radically different) plus at least one created by WireCube Entertainment.
Modding support is likely to be included.
The second project will utilize bullet for physics and CEGUI for user interface but will use our own rendering library, and it will most likely not be open source.
The games objective will be fairly simple as it is designed to be an adventure/hack n’ slash type game.
We might release some teaser videos and/or screenshots at a later time and we might just maybe show off some of the concept designs we have.
If you have any questions please leave them in the comments section and do note that the spam filter is extremely aggressive and will flag your comment if it contains any URLs, this includes URLs which are mutilated in ways such as:
“w w w(dot)wi re cu be (dot) x 10 (dot) mx”
Uncategorized
Random sharing time!
by Andreas Björkman (owner) • • 0 Comments
Working on a linux distro (From scratch!), currently have the kernel up and running with sysvinit, going to replace it with systemd next.
3D, CG, Game Development, Programming, WireCube Entertainment
Voxels!
by Andreas Björkman (owner) • • 0 Comments
Yes, the title is so descriptive.
Anyway, I am currently working on a project, I call it FUESAGOW (FUCKING ULTRA EPIC SURVIVAL ARENA GAME OF WIN), and one of the game modes will use random generated terrain, this will be achieved through 3D perlin noise.
Oh, no screenies yet ^^” Still tweaking until I get decent results :3
Personal, Uncategorized
Precise Pangolin Vs. Lucid Lynx
by Andreas Björkman (owner) • • 0 Comments
I probably should have written this post 10 months ago… but I am quite glad I didn’t. Precise has grown in my eyes since.
So, I am long time Ubuntu user, and when 12.04 was released I just had to install it, so long story short. I did.
What met me was shocking, and I though something in the direction of:
“What is this bullshit”
I wasn’t expecting the Unity interface, I didn’t like it to be honest, I liked (and still like) Gnome 2.x.
Anyway, as time passed I started getting used to it, and although it has its quirks I kind of started depending on it.
To explain further I need to go back to when Lucid was new.
I was sitting looking at my fresh install of Lucid, and it just felt right, I had my IME set up, I had a Java installation, I had mono and I had various useful tools. Overall I was satisfied with the system, I didn’t really see anything that I disliked.
Now, then we have Precise, the first reactions where shock.
I didn’t like the Unity interface, but it has grown on me.
It didn’t come bundled with mono, not really a problem as I don’t use too many programs that depend on it, but it didn’t come with Java either, and the repos didn’t even have suns java, which pissed me off big time, then we have the software center, I don’t normally use it, but they completely broke it.
Long story short:
I had to install Java, Mono and GDebi.
Now I also noticed that there was no computer janitor or synaptic, I didn’t care for the janitor and still don’t but synaptic is necessary, so I installed that and thought “Now my install has to be complete”.
Apparently it wasn’t as I was going through the settings I noticed that most settings were missing and that they were nowhere to be found. so I did a quick google search and quickly realized that one cannot edit these settings, save for manually editing the config files.
Apparently this wan’t correct either, in the default repos there is a program called “gnome-tweak-tool” why this wasn’t included on the install disc I don’t know, it has loads of useful settings.
Anyway, if you are intending to read anything in Japanese I suggest you get it as you can’t change the default 11p font size without it. (Japanese is nearly unreadable at 11 pixels)
A few other useful settings would be the ability to customize your theme settings (oh and although it supports changing the cursors as of today I still haven’t figured out how to actually change the cursor as it shows DMZ white no matter what setting you have)
Anyway, back to the comparison
Lucid was a great and very complete OS, but it had its quirks
Precise on the other hand doesn’t feel complete in my eyes but the new UI has quadrupled my productivity as navigation is quicker, in my eyes they are pretty equivalent and once everything necessary is installed on Precise it is slightly superior.