technicalmargaret.co.uk

Games for everyone.

Aug 09 2007
Its been a while fans,

I've been working far too much. That is my excuse; my company works me too hard Oh well. Never mind. Best get back on the horse. I am looking forward to implementing a few of my newer ideas. Paragon went the way of all large overblow ideas. I had no time to build the engine despite scaling it back twice.
The sneeker demo is still waiting some new graphics from my good friends at ribot and ribot. There is also a really horid bug which needs to be sorted out before I can release it to the public. When time permits.

In other news: Recently met some new and interesting people all of whom have expressed interest in forming a team to work on some more adventurous ideas. The more people who work on a project the more chance there is of the fruit of the tree of dreams getting baked into the pie of public beta. More on that later...

Still at the office right now so best get back to work, when this project finally lauches, and i get over the hangover i will b e making some lovley things.

Feb 19 2007
Those demos again.. and more.

Yes, those demos are just as complete as they were last time I put somthing up here, I have been cooling off on the dev side of my life again recently for fear of burning out again.

Update: sneaker is now completed and I hope to have a demo ready for the weekend. Some good friends of mine have said they will look into beefing up the graphics beofre the demo is released, so here is hoping.

I hope that the shooter and the puzzle game will also be releaseable then too.

Coming back to it this weekend. I wrote a level editor for sneaker, some new graphics and fixed the last remaining problem with the guard movement. They now follow paths hinted at by the landscape and it takes almost no processor time for them to walk around smartly and look like they are doing wall avoidance.

A full sneaker demo will be out in a week, I will also release the shooter and the puzzle game demos then too.

-thom

Feb 1 2007
Demos and Lobster juice.

I HAVE been working hard on some new GP2X games, the demos for them will be available this weekend. Depending upon feedback I will pick one as my main project. I also have to spend some time on some other projects I have commited myself to the DSMotion stuff and some work for open street map who do some great stuff.

For now you will have to make do with some cool T-Shirts I have designed at thelobsterjuiceisloose.co.uk

Jan 19 2007
Slime

Here is a little picture i drew today.
beans.png

Jan 15 2007
Paragon - T3D - Motion

Well then, things are progressing nicely. I have shelved POTN and moved onto my in car diagnostic thing, I have rotation working as well as some primative g-meter display. There is lots to do, perhaps i should design it first since the functionality is so simple.

I have been playing Smooth Moves for a few days now and i must admit that as well as the wii is suited to the microgame format this is somthing more than just a well suited rehash. Each minigame, sorry, microgame is crafted well and they, for the most part, seem to have somthing a little crazy about them. Some of them are so odd they realy make you wonder how this ever got into a commercial game. Some of them look like they are running on a ds, some on a cube and some look so beautiful it reminds you that your wii is really capable of some crazy stuff.

I have been inspired by much of them to make some cool minigames of my own using the ds motion. Since almost all of the wario-microgames are motion sensative in some way, my brain is bulgining with ideas.

Also I am working on a new game for the gp2x and perhaps a pc version also. It is called Paragon. It will have another name to go with that when I release it, it is a turn based tactical RPG set in a fantasy world of magic and swords. See, I have invented a new genre. I call it "fantasy RPG". I am aware of the "been done before" nature of these types of RPG but this one will have a cool twist. It is all to do with the nature of magic in the world. But i will be keeping that a secret untill I have worked more on it.

I will release a demo when i get somthing playable but for now you will have to take my word for the fact that the lightning animations are cool as fsck.

My 3d engine is taking a back seat untill my copy of the red book arrives. My wonderful girlfriend has returned the ill-fitting jumper she bought be for christmas and has orderd me a copy of the red book instead. She is good to me.

Jan 11 2007
DS - Motion and POTN

Here you will find information about dsmotion, the ds slot 1 card that arrived in my post this morning. It contains an accelerometer and rotation sensor that can be used in homebrew.

Here is my first offering that uses the card. This is a tech demo/shooter that i have been working on for a while, it is really simple to play the controlls are below. In addition you tilt the device left and right to alter your shooting direction and you can rotate your DS to regain health (this does really obscure your vision though).

  1. B - spawn bad guys, you hold it down, dont spawn to many.
  2. A - shoot, bullets from your ship
  3. D-PAD - move your ship around (you start top left)
  4. R - ortho mode (dont press this)
  5. L - Fire backwards, hold this while shooting.

If you dont have a ds motion you can download the files from below, in this one you just shoot forwards or backwards. If the game slows down loads, you have spawned to manny bad guys, you can either wait for them to get killed (or wait for them to time out) or start again and be more gentile with your button mashing.

I have no screens of this game because the emu i use for dev seems not to be able to get screens of 3d mode. More coolness will come in the near future. If you enjoy tell people about my site and send me an email!

DSMotion version
dsm_potn.ds.gba
dsm_potn.nds

non motion version
potn.ds.gba
potn.nds

Jan 11 2007
Tongue screens and DS - Motion.

My DS motion card turned up today, I will port one of my shooters perhaps tonight. I untimatly plan on using it to create an in car system for my good friend andy who loves to drive in his automobile.

Also here are some early screens of my 3d turn based game. I am tempted at this point to do somthing zeldar style instead of the fire emblem style i was aiming for.

one two three

The white square is a cursor of sorts, the landscape comes from a simple array of floats and the houses and trees are loaded in from MD2 files. The whole thing is rendered with jogl which is quite nice to use. Tempted as i am to port the whole thing to the DS, i will refrain.

I am currently working on the animated characters that will go in the game, still using md2 which is such an easy format to work with, this with the abundance of editors and information online about it makes it the format of choice. I shallcreate a little guy and make some basic animations for him then force them into the game before i make it more modular.

Jan 04 2007
Turn based fun.

I am working right now on a turn based game which has no name. It will be in the style of such turn based games as disgiya [sp]. I am working on the landscape engine, it is my first large opengl project. I have done a fair bit of opengl style sutff on the DS but have always felt like i was working in the dark. I hope to get a better understanding of real opengl on a documented system before i go back to the DS.

I have also a great desire to finish SUIT. I know how it ought to work, and the graphics engine is entirely in place, i just need to find the time to write the A* implementation i need and get the game engine implemented. I feel it could be really good fun if i ever got round to finding out if the game mechanic actually works.

crap. That reminds me, i am going to need to write a level editor for it. :|

Jan 03 2007
New GP2X games.

Welcome to technical margaret. My name is Thom, also known as thos_thom. I have has this domain for some time but have only recenly found the energy to turn it into this website. Here i will keep information about my games.

I like to write game and tech demos, most of which never see the light of day. I will try from now on to keep here on technicalmargaret.co.uk informatoin about these games, be they just ideas or full on compileable examples.

As of now i have had few releases to speak of, unless you count the stuff i do for FP, but here are a few things i have been working on over the last year, in doing this i can get them off my chest and move on to new things.

rv one rv two rv three

I have just released RetroVirus which is downloadble from here, this is a game for the GP2x. I would like to thank all those kind people at gp32x.com for playing my game and saying all those nice things about them.

Other stuff i was/am working on were/are:

  1. Voxen: a voxel engine with a fractal landscape generator thrown in for good measure
  2. Sneaker: a cross between metal gear solid and paradroid 90
  3. Gun metal Sky: A shooter that used the same landscape generation stuff from voxen
  4. SUIT: another puzzle game with a social networking swist and some 2.0 style graphics

suit puzzle
gun metal sky - shooter
voxel landscape
sneak em up


April 05 2006
New blog.

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