Distributing Binaries: G++, libstdc++, and Static Linking

I’ve been asking certain Gnu/Linux-using friends to test out Oracle’s Eye while I work on it. I’ve already found that I need to specify SDL_image as a requirement because of such testing; however, I don’t want to have to send an 8MB source package that contains mostly useless-for-the-tester code or binary data. Asking someone . . . → Read More: Distributing Binaries: G++, libstdc++, and Static Linking

Oracle’s Eye Development: Graphical Enhancements

To continue with the improvements necessary for Oracle’s Eye, I decided I would focus on simple and quick things. On my list:

Shrink the Ball images to half size. Create an actual sprite for the Player.

No coding for tonight, mostly. And there really isn’t too much to describe for the Ball, either.

The Ball

. . . → Read More: Oracle’s Eye Development: Graphical Enhancements

Focus, Focus, Focus

Action wrote about Feeling Success, a phenomenon in which you can actually feel yourself succeeding. I think it sounded like being in The Zone. You can’t lose because you are in a mode that is beyond your normal capabilities. It’s a good read, especially the part about cultivating this feeling.

One of the drawbacks of . . . → Read More: Focus, Focus, Focus

Oracle’s Eye Development: Kicking the Ball Some More

Working off of the list of improvements for Oracle’s Eye, I managed to improve the hit detection somewhat.

I was originally thinking about changing the movement code completely. Instead of freely moving about, the Player and Ball would move in a tile-based manner. I spent a bit of time thinking and writing about how I . . . → Read More: Oracle’s Eye Development: Kicking the Ball Some More

Game Design Directions

Cliffski juxtaposes two theories about the direction new games should be developed.

On the one hand, technology is getting more complex. Everyone uses computers, everyone watches involving television shows, everyone has a cell phone that has more computing power than the first computers did. Why shouldn’t games also become more complex to keep up?

. . . → Read More: Game Design Directions

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