Wednesday, August 14, 2013

DRT Mobile Routes

Have completed the data mining scripts to adapt to the new website format and have now mapped out the new 900/900A Pulse bus route. There will be another major database update when September rolls around since DRT updates their route data at that time as well. I wanted to get the 900 Pulse in there before then because a lot of people have been asking for it. So cheers folks, enjoy. Stay tuned for further routes now that I’ve finally reprogrammed everything.

Furthermore, I finally overhauled the Map Activity to reflect the new Google Maps V2 API and I’m quite pleased with how it turned out. Hopefully no more APR errors (crossing my fingers) and no more waiting for appears like nothing is happening. Added a nice progress bar indicator. Will be uploading the new packages to Google Play shortly so they will be active in the next 24hrs or whenever Google Play rolls them out.

Thursday, May 2, 2013

hey gang

Well anyhow, here’s a long overdue update. I’ve talked about many-a-things and there isn’t much to show for it unless you follow the linkage and download the apps. This is a developers blog. It is also a way for me to connect with the users. That being said there are many questions like “Why haven't I added all of the Ajax and Pickering routes yet?” There are two reasons. First reason, Durham Region Transit said they were working on their own app which is fine because that's what we've all been waiting for, right? An official app would be fantastic! Second reason, I was unable to be issued a live data feed. I'm therefore required to continue to update manually (or less dynamically than it would be with direct access to live data) So rather than give myself more routes to tend to, I have opted to wait until Durham Region Transit comes out with their own mobile app or facilitates live data for developers such myself. I would like to thank the almost 1500 active users of the app and 2000+ people that have given it a try. Your feedback is always welcome and I will continue to maintain the routes I already have mapped out. Perhaps in time we can all collaborate with Durham Region Transit to perfect the mobile app. Thanks again.

Wednesday, November 7, 2012

DRT Mobile Update

Today finished mapping out Whitby routes and have started on the Clarington routes. Finishing off Clarington shouldn’t take long, then Pickering, then Ajax last (sorry Ajax).  So this has been my main focus as of late after getting back to it after being rather bed ridden due to an injury. It’s nice to be able to get things done once again. The DRT Android app is my main focus but I still haven’t forgotten about the other projects and I’m sure I’ll start back on them soon as well.

Wednesday, April 11, 2012

Been working hard on the game

So lately I’ve added a few things to the game engine (coding-wise). Really fine tuned some of the gamepad functionality and have tweaked a little bit of the visuals. Now when warping from one world to another, rippling effects are used. The screen goes all wavy while warping. Kinda neat right. The game will be mostly based on warping from the real world to the spirit world to collect totems. There will be 3 totems (spirit animal items) to collect in each world and in order to traverse the level you must warp between realities. It is now the whole premise of the game. Currently working on graphics and spritesheets. Added a nifty new title screen so VERY soon there WILL be screenshots and stuffs. I’m excited Smile

Wednesday, March 28, 2012

Gamepad fine-tuning

Lately I’ve been focusing on controls and have been making sure I have a good comfortable control scheme. The XBox controller is awesome. I’m making good use of the analog sticks for movement and aiming. It’s working out pretty smooth so far.

Wednesday, February 29, 2012

Update

So it’s been a while since I’ve done an update and I should probably write a small blog of what I’ve accomplished since the past post.

I have since created a new class of primitives called Polygon which incorporates the GLEED2D path item with polygon property set to True. The class draws the item using the array of 2D vertices and then triangulates them into a TriangleList which can be drawn (and filled) with a specified texture. This will make drawing the levels easier. Can currently layout the the basic structure of the level using the textured polygons (grass, bricks, stone tiling, etc.) and then further more, add in the details using the GLEED2D texture items. If you’re familiar with the GLEED2D file format (which is XML) you’ll know what I’m talking about. From a level designing sense, you’d first plot out the terrain using vertices/points forming a triangle, specify the texture you want it filled with (tiled texture of grass, brick, rock, whatever) and then plot in some other texture items for details. I think this way of designing the level will work really well.

I haven’t shown any progress screenshots probably because I’m very particular about how basic the gameplay is right now. Don’t want any misconceptions regarding the gameplay. Soon I will have screenshots and possibly video as the platformer has evolved immensely in the past month or two.

Monday, January 2, 2012

Farseer

Been working with the Farseer engine lately. Thinking of revamping the game engine. Not really just thinking about, going to implement Farseer into the grand scheme of things. Using the GLEED2D editor just seems to fit right with the level design rather than a tile based game. I may post some shotty videos of the tile based engine as it stands. It’s been a real learning curve that’s for sure and I think I’ve got a pretty kickass tile based engine but as for rapid level design I’m leaning mostly towards GLEED2D now.