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Posted by Jeffrey Lee on 12:00, 17/3/2008
| Columns, Programming, Tutorials, Sound and music
 A bit later than I was hoping, but nevertheless it's now time for Building the Dream 2. This time I'll be looking at the RISC OS sound system - everything from the terminology used, to what makes a sound, how the RISC OS sound system works, and how you can write your own sample player.
Continue reading "Building the Dream 2 - The RISC OS Sound System"
| 3 comments in the forums |
Posted by Jeffrey Lee on 12:00, 15/7/2007
| Columns, Programming, Tutorials
 Hello and welcome to the Building the Dream, a new series of (regular!) articles at The Icon Bar in which I will be educating you in how to turn your programming dreams into reality. First off, let's get one thing clear - this isn't a beginner's course to programming, or a tutorial in a specific language. Instead it's the place to go once you've finished your programming tutorial and are wondering what to do next. If you have an idea for a program, but are confused about how to implement it, then this is the series for you, as I'll be covering everything from data structures and program design through to project management, optimisation, how to make sure your programs maintain the RISC OS look and feel, and even provide case studies of how certain well-known programs do their stuff.
Continue reading "Building the Dream 1 - Container data structures"
| 8 comments in the forums |
Posted by Jeffrey Lee on 21:30, 9/7/2007
| Games, Linux, Open source, Programming, RISC OS
 Hugh Robinson has contacted us to let us know that he's converted classic Acorn platformer Asylum to C, using the SDL library. With full support of original author Andy Southgate, Hugh's source code has now been released under the GPL, and is available to download from the SVN repository on the SourceForge project page. Although a quick look at the source suggests to me that it's fully converted, there are still some bugs and compatability issues to sort out, so feel free to send any fixes Hugh's way if you manage to get the game running. Although the source to Asylum has been available on asylum.acornarcade.com for a few years now, this is the first known port of it to any other platform (and could potentially form the basis of a back-port to RISC OS, to produce a fully 32bit compatible version).
3 comments in the forums |
Posted by Phil Mellor on 15:00, 23/3/2007
| RISC OS, Advocacy, Graphics, Sound and music, Internet, Programming, Software, Open source, The Vigay
In this article we look at some of the programs and projects - some obvious, others less so - that influenced the history of the RISC OS platform and its users. These are our suggestions, not a top ten and certainly not in any particular order. What other applications would you add to the list?
Continue reading "An arbitrary number of possibly influential RISC OS things"
| 32 comments in the forums |
Posted by Phil Mellor on 12:00, 19/3/2007
| Programming, Advocacy, Funny
A chart showing which languages make programmers feel superior to other programmers. Where would you put BBC Basic? PDF: The Programmer Hierarchy (via daringfireball)
3 comments in the forums |
Posted by Jeffrey Lee on 00:15, 17/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Game over, man The competition is nearly at an end, which can only mean one thing - tomorrow's article will be the conclusion, and will (hopefully!) feature a copy of the game to download. ... and here it is.
Continue reading "Bob and Trev: Resurrection: Just in time"
| 19 comments in the forums |
Posted by Jeffrey Lee on 00:00, 16/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Next time I'll be talking about monster AI. I'm not going to be creating an Einstein, but I will be able to talk about a few of the basic features I'm hoping to implement. But before I talk about monster AI, I might as well take the time out to talk about the time system that the game will use. Also, I don't have much other material for this article.
Continue reading "Monster AI"
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Posted by Jeffrey Lee on 00:00, 15/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Next time I will be tackling combat. Having never written a roguelike combat system before, it will be an interesting exercise in deciding how mechanics such as strength and armour class will work, and attempting to get the numbers right first-time to reduce the amount of balancing required. Forsight, there. Combat is an important aspect of all roguelikes. But having never looked at a roguelike combat engine in detail before, I don't really know much about how they work. Monsters have strength, dexterity, and armour class attributes, but how do those translate into how hard the monster hits with a weapon? Note that a lot of the values and equations presented in this article aren't set in stone yet, and will require tweaking during play-testing. But hopefully I'll be able to shed some light on the different aspects of combat, and the thought processes involved in creating a balanced combat system.
Continue reading "Combat"
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