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Archive for the 'Learning Kyra Series' Category

Learning Kyra: Installing the New Version

Posted by GBGames on October 27th, 2005

I decided to install the latest version of the Kyra Sprite Engine since I am still so early in the Oracle’s Eye project. Historically, Kyra allowed you to dynamically link to the library, and so I had it installed on my system as any other library.
I wanted to install the latest version […]

Oracle’s Eye Development: The Room 2

Posted by GBGames on October 6th, 2005

Last night’s Oracle’s Eye programming session was still productive, although not as much as I would have liked. I last had a Room that would get created, and the Player would be able to walk over it.
I wanted the Player and the Walls to be on the same hiearchical level, and the […]

Learning Kyra: A New Version Released

Posted by GBGames on September 28th, 2005

Recently I received an email from the Kyra mailing list announcing the newest update to the Kyra Sprite Engine. It is now at version 2.1.1, and the tutorials and installation notes seem to have an upgrade as well.
A big change is the license. It used to be dual licensed. You […]

Learning Kyra: Sprite Loading

Posted by GBGames on August 18th, 2005

While working on Oracle’s Eye, I learned something new about the Kyra Sprite Engine. For some time I’ve wondered how I would load sprites from a script. Normally, I would load a sprite resource with:
GetSpriteResource( Char_Player)
where Char_Player is a constant defined in a .h file generated by Kyra’s Sprite Editor. […]

Learning Kyra: Some Tidbits of Info

Posted by GBGames on July 12th, 2005

The Learning Kyra series to date:

Learning Kyra
Learning More Kyra
Learning Kyra: Attack of the Clones
Learning Kyra: Tiles and Z-Ordering
Learning Kyra: Hit Detection

I’ve spent some time just reading through the documentation for SDL and Kyra. I’ve also tried to pick up what I can at Kyra’s forums on SourceForge.
For instance, GlDynArray has been removed […]

Learning Kyra: Hit Detection

Posted by GBGames on May 10th, 2005

The Learning Kyra series to date:

Learning Kyra
Learning More Kyra
Learning Kyra: Attack of the Clones
Learning Kyra: Tiles and Z-Ordering

I covered collision detection already, but it was in a limited capacity in Attack of the Clones. Basically, I checked if a sprite was colliding with a specific object. But what happens when I want […]

Learning Kyra: Tiles and Z-Ordering

Posted by GBGames on May 6th, 2005

Another entry in the Learning Kyra series. The series to date:

Learning Kyra
Learning More Kyra
Learning Kyra: Attack of the Clones

The first three entries in the series documented my attempts at learning about the engine. I had a goal to become more familiar with the engine by the end of the month, so those […]

Learning Kyra: Attack of The Clones

Posted by GBGames on March 25th, 2005

The third entry in the Learning Kyra series. The series to date:

Learning Kyra
Learning More Kyra

Last time I was able to create a non-interactive moving body with a head attached. It simply walked from the top to the bottom of the window. Fairly simple, just like the graphics created for it.
In this […]

Learning More Kyra

Posted by GBGames on March 24th, 2005

I’ve decided that I should probably create a Learning Kyra series. You can read the first one to get some background:
Learning Kyra
When I last worked with Kyra, I managed to get my head floating on a black background. Since then, I found out why lines like #include “SDL.h” are preferred, so I updated […]

Learning Kyra

Posted by GBGames on March 21st, 2005

Today was my first Monday without worrying about homework in a long time. Sunday will be the Chicago Indie Game Developer meeting, and I want to make sure I can say I’ve accomplished something.
One of my goals was to program 5 hours per week at the minimum. While I wasn’t able […]