It's been a while since I became a Doctor Who fanboy (but I guess I can't call me fanboy yet, can I?) and I've seen most of the new series (I'm actually somewhere in the middle of the sixth season) and very little of the old one (trying to see episodes from the 12th season/4th doctor) and I encountered those "Episodic Graphic Adventures" of Doctor Who.
They feature their unique canon storylines from writers of the show, voices from the cast and, if you live in UK, they're totally free!
They were developed by Sumo Digital, which makes me remember of SEGA & Sonic All-Stars Racing, a game I liked, I thought that they couldn't be bad even though the whole series is a tie-in.. and tie-ins aren't cool, not at all.
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I don't know.. I just... don't know, but SLB looks like it's going to make the Windows porting a whole nightmare.
The code itself is fine, just need to modify two functions, two snippets, to be exact, so it's really nothing special, I chose SFML because of this.
I don't know why, REALLY, I mean, the code compiles just fine but at the first "dofile" it crashes for ABSOLUTELY NO REASON.
Also, I don't know why but the GUI itself is pretty much fucked up too... I... will just do the porting later..
Oh and the next person that says "Visual Studio sucks" in my presence gets a punch in the face.
As I talk about project Luna to more people I often get questions, some of them are recurrent so I would like to address one of them today.
The question is "Why did you choose C++ and not [INSERT LANGUAGE/TOOL HERE]?"
In many cases, I knew about that language/tool, and don't think that I chose C++ without considering other alternatives, it took me a long way and many tries before I finally decided to stick with C++, so I'll try to explain how I got there and why I didn't choose something else.
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Hamcha are you crazy?! Achievements are TEH SHIT!!!11
No they aren't. They're just the stupidest way to ask the player to torture himself just to increase the longevity of a game.
It's not a feature, it's cheating!
I'm not saying that achievements are the worst thing ever, just that they should return to their roots.
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No news, no timelapse, no excuses, just where the hell am I?
You though you finally got rid of me, didn't you?
Too bad, I'm still here.
The reason for no news or stuff could be either:
1. I'm coding full time without pauses.
2. I haven't touched the code yet.
It's easy to assume that, given how awesome I am, the first option is TOTALLY NOT THE RIGHT ONE.
But I'm not slacking off and just forgetting about my main project.
I'm doing the Team Luna logo, the basic UI and redefining the Gameplay.
Just a video about the current Text UI.
You can find it here.
It's been a while since the last time I've worked on the engine (3 days, woah), and I haven't made anything new, so to make up for that, I'll write more stuff about how everything's managed in the game (at this time).
So, this is the V1 of this post, I'm not home and I don't have direct access to the code now, so I'll update this article later to include all the data from the code.
I'm home now, so I can post everything.
I think I talked enough about the combat system itself, there's really nothing more important than Damage Calculation, AI and how damage is dealt to units, and I talked about those in another article, so have a look at it if you haven't read it yet.
So, let's start talking about Companies, Platoons and Squadrons.
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Revision 10 has been pushed and much stuff has been done.
In the first place, Combat System is now 100% working.
Also, Cutscenes have been improved with transition support and a new "where" tag (that will be needed for graphical rendering) that defines the position of a character in the screen (just like Ren'py, if you ever used it).
Time-lapse video after the break.
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So, Revision 9 introduced a new file: Battle.lua
This file manages the most important things about the combat system: Damage Calculation, how damage is dealt to platoons and how the A.I. behaves.
This is a request for help, actually, I would like to hear YOUR opinion on things, how would you do those calculations and why mine are wrong (or what I can do to improve them).
I'll explain everything after the break.
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We did it!
We've got something playable.. if you like text-based stuff.
The LUA Wrapper has been extended to include more functions on companies, platoons and squadrons, such as the getStat function (for platoons) and stuff like creating and deleting of whole companies all from LUA.
The combat system is working, it's really simple but it works.
To make balancing easier to do I actually made the whole Damage Calculation Stuff and A.I. in LUA, so I can improve and fix them without having to touch the C++ source code.
After the break: Extended rev info and Time-lapse video
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Seeing how cool Ludum Dare time lapses are I decided to try to do them too, with Project Luna, of course.
So, I've been trying many screen-casting software but I've never found one that really fit my needs (if they worked, there would already be videos of time-lapses for Rev 6 and 7), so I decided to download Time Lapse Assembler and use this script to make automatic screenshots (I've modified the interval from 60 seconds to only 10).
If you don't feel like doing it manually (it's not that much to do, come on!) you can pay 3 bucks and have ScreenNinja 1.1 (you can find it on the Mac App Store) to do the whole thing for you, though I haven't tried it and I feel more comfortable doing it manually since it gives me more control.
So, you can expect a new time-lapse for each new revision.. maybe.
Well, the video is after the break.
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We're all happy for the date of Season Two, aren't we? AREN'T WE?
Well, I'm happy for it but I'm definitely not the happiest person in the world, since Season Two is going to be a problem regarding the storyline of Project Luna (and I only have my coworker to thank/curse for making me notice it).
Who knows, today you make a good storyline and the day after an episode of MLP screw everything introducing contradictions everywhere and, even if I am an Ace Attorney fanboy, I don't like them at all.
So I think I'll stick with engine development as far as I can, see you!
This is not going to be a long article like the other ones, it's just going to be a daily update on the situation.
Like I said on Twitter i just pushed Rev 8 into the online repository (which is private so it doesn't have much sense telling you) and the changelog is:
Cutscene are nearly complete
Lua stuff fixed
Console command to load and execute Lua files
Lua wrapper for cutscene is complete (finally)
So Cutscenes are nearly complete (just as said in the changelog), the only thing missing here is loading and displaying of graphical assets.. and interaction.
The LUA Wrapper for cutscenes, instead, is 100% done and ready to be used.
Screenshot after the break
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So, as I said earlier, I'm using SLB to wrap C++ classes into Lua so I can use them and do stuff without having to do dirty workarounds.
It worked just fine until today.
Today I had to pass a class pointer to a method and it didn't work as I thought.
I have a basic reference counting for nearly all of my classes that will be used with class pointers, it's cool, it works and does its job just fine.

Project Luna is my current project, I'm working on it since a week or so and I'm being helped by a friend who's working on units' name and everything that is not called "Graphics" or "Programming".. and he's doing great.
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