My online CV / resume.
My audio promo reel (.mp3).
In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
00:00:00 up2 LOG
-UfoPilot II
-Added code so that tracking projectiles will stop tracking once their owner dies.
-The intention here is for Sam missiles that are tracking the player to be unable to track the player
once the owning Sam is dead. Gravity is applied here as well, but the effect is less than I expected.
-I will leave this as is but not pursue it further so nothing gets broken.
-Renamed mission files to reflect the scripted names.
-Fixed issue with mothership texticle showing up immediately when you load the last boy (even if your
payload isn't full).
-This bug showed up when the new mothership notification feature was added yesterday (when all boys
are loaded, even if you aren't full).
-Added more metal to p1.
-Played through the entire game, and things are looking good.
-Changed boss to only do 1 point of damage instead of 3.
-Removed marker output pipeline in REUSABLE_RC mode, had forgotten it.
-Named p1 missions on ice/cold theme.
00:00:00 up2 LOG
-UfoPilot II
-Added debug output of MegaMap traces this frame as well as the all time highwater mark per mission
-This showed that FireParticles were doing the bulk of the tracing.
-This was simple to solve, since they didn't really need to trace, only at really low fps, and this
is just luxury, so I replaced the Trace calls with a test of the current position (IsImpassableAt).
-This seems to have helped alot.
-Changed docking to be use a square, increasing the effective catch area, and moved it down a bit.
-Increased docking speed from 100 to 150 pixels per second.
-Fixed "arrows when no contents" bug in UIList.
-Changed instance counted classes to inherit from common baseclass Counted.
-This is a template class, which supplies the static counting for you. You inherit from
public Counted
-Fixed tracking for player missiles to find the closest of all Things in range.
-Hiding minimap and Hud when Things and Powerups are behind it, only show border.
-This was niftily done by creating a BitmapIntersecter interface that Thing, Powerup, and all relevant
container classes inherited from.
-This accomplished the task of keeping the code as localized as possible (the only duplication
was between Thing and Powerup, as the myPosition member wasn't in the BitmapIntersecter class), as
well as letting the compiler enforce the implementation of the relevant functions.
-Also, it allowed the code to be reused between Megamap and Hud.
-My first urge was to implement the functionality in Megamap, but then I would have had to
duplicate it for Hud. This wasn't good, and the BitmapIntersecter interface solved this
nicely.
-Maximum flexibility, and also maximum reuse of code -> maximum ease of maintenence. :)
-The more I do these kinds of things, the more I realize that a REAL understanding of the
power and flexibility of inheritance doesn't come until you have worked with an object
oriented language for about 5 years.
-Take for example the use of template classes to create metatypes (reuse of code for
static members and functions), as well as using inheritance for code reuse instead of
always thinking abstract interface / polymorphism.
-Showing prisons and boys on minimap at all times, as pixels like the ship.
-Using red arrow from ship to mothership when last Boys are on board
(with texticles "return to the mothership")
-Removed all FIXME / TODO. Everything is done.
-Added #define REUSABLE_RC to up2's stdafx, and using this to control inclusion of all debug code.
-Decided not to make a new build configuration, since this is simpler.
-Fixed bug in Prison, needed to override Things implementation of BitmapIntersecter() interface so
that it would never intersect when not intact.
-Changed MegaMap::DrawMinimap() to draw ship last, so it is always on top and visible.
00:00:00 up2 LOG
-UfoPilot II
-Added Orhans Evil Eye for the Phadt menace, and it looks great!
-It now has 3 loop frames (when open), and two blink frames (one clenched, one relaxing).
-Moved Pixicle drawing in front of all Things, and this looks good.
-Check all motherships for consistency, using the bigger one.
-Decided against adding some more of orhans props to p0 (tree stumps, other trees).
-Checked markers p1.
-Checked markers p2.
-Replaced orange lava texture p2 with a more green mottled thing, and made a filler for that layer.
-Lina tested p0, and we switched some of the levels around.
-Named p0 missions.
00:00:00 up2 LOG
Lina - "Har du aetit upp alla After Eight chokladen?"
johno - "Nej, det var inga kvar naer jag tog den sista...!"
Lina - "Du aer platt daer, har du legat ner?"
-UfoPilot II
-p1m8 didn't work ingame, so I tried to load it into Kevlar, but it didn't work there, so I looked
at the file, and it was 0 bytes!!!!!!
-Backup was implemented in Kevlar 2 DAYS AGO! Talk about lucky! :O)
-p1m9 complete! All planet missions are now done!!!! :)
-p3m0 complete!
-Nice metalish look, with a new end of game Phadt Menace monster thing,
big eyeballs that blink when shot.
00:00:00 up2 LOG
-Kevlar
-Temp fixed a bug where props being blitted outside the bitmap would frag tile memory.
-UfoPilot II
-Finished p1m7.
-Working on p1m8.
-Finished p1m8.
-Working on p1m9.
00:00:00 up2 LOG
-Today is the day for gold, but I won't make it... :(
-UfoPilot II
-Changed all ice graphix to be background on p1, as trees on p0.
-Finished p1m6.
-Working on converting Peens levels to my color scheme and style for p1.
-p1m7 underway, got a really cool "metal in rock" thing going on with desaturated versions
of KM's props. This will probably migrate to some of the other levels to make them more interesting.
-Kevlar
-Added updating of window caption to reflect changes in a map.
-Added save prompt if the map is unsaved when you exit. This goes through the normal save pipeline,
so if the map isn't named you will be allowed to name it (like a save as).
-Fixed so scrolling with RMB doesn't flag the map as being modified.
-Implemented one level file backup on save (as _filename).
00:00:00 up2 LOG
-UfoPilot II
-Finished p1m5.
-Working on p1m6.
-The remaining 3 missions should be able to recycle Peens stuff, just made to match the current
planet style.
-Fixed the graphics for planet 1 a little, made the solid brighter, and the background more varied.
-Moving ice graphics to be background props, like the trees. This solves a potential stick in the ground
bug that boots the player back to the origin for some strange reason, and also makes the levels easier
to navigate.
00:00:00 up2 LOG
-UfoPilot II
-Working on p1m5.
00:00:00 up2 LOG
-Kevlar
-Implemented Clean feature, which replaces all pixels of the current layer with PM_CLEAR at the press
of a button.
-UfoPilot II
-Finished p1m4.
00:00:00 up2 LOG
-UfoPilot II
-Working on p1m4. This is getting weak... :(
00:00:00 up2 LOG
-UfoPilot II
-Finished p1m3.
00:00:00 up2 LOG
-Kevlar
-Added display of the number of the currently selected prop to the gui.
-UfoPilot II
-Replaced all cartoonpines in the first planet with two of Orhans trees.