Sunday, October 15, 2017

In-depth look at Filler

 Why hello there reader! I know, I know, I know... it's been a while. But don't think I've been sleeping on the job. Though it's been over a year since my last post, I've been working really hard on a lot of different projects. I plan on giving this blog a well-deserved overhaul soon, and keep you guys up to date on my recent projects. But I couldn't let this very opportunity pass by: my first publicly-released game, Filler.

The mechanics and goals of the game are incredibly simple: fill all the empty spots, reach the target at the end. So, you might be thinking: "With such a simple concept, I bet Hugo pulled that out of his bottom in a couple days". Weeeeeeeeell, make that roughly 9 years. It all began a long, long time ago...

Wednesday, September 7, 2016

In-depth look at Minigame Simulator

 Well, here we are again! After a mere 2 years, I've finally got to a point where I can proudly present my Minigame Simulator! Why this long, you ask? Well, it wasn't always like this, of course, and it definitely didn't take that long. So in this post, I'll guide you through the creation of this "emulator", as well as its functionality!

 It started way back around August of 2014. I've had this idea of making a game that could play other games within it, like those old "Minigame consoles" (of which, of course, I own one):

Picture from LÖVE Forum user lost_RD.
Pretty similar to the one I have in real life.

 What I had in mind for this project was ambitious, but it had to start small. And I mean small. This is what version 0.1 looked like:

 It was only the bare bones of what I planned for this. It's not obvious from this picture only, but version 0.1 didn't have anything! All it did was play the Snake game, and a pretty lame first version for that matter. Pause and Settings didn't work, and you couldn't change games. There was no secondary screen for score, level, etc, and the skin was that, no changing.
 However, right on this first "sketch" (can barely even call that a "Simulator", to be fair), I've started paving the ground for what I planned. I started setting up multiple game loading, preparing custom skins, etc. With this, came version 0.2. We already had pausing, settings and customizable skins. I've also updated the game to LÖVE 0.9.1 (version 0.1 was made for 0.8.0).
 After 0.2, I kept working on it. But the more things I added, the more complicated it got. Massive bugs emerged, the game became super laggy, so I paused development on it for a while. I tried updating it a few times along these two years, but other projects started taking priority, and this started falling behind.
 It wasn't, however, until a couple months ago, that I decided to pick up the pieces of what I've left behind, shake off the dust, untwist the knots, and polish up what I had in order to add it to my Portfolio.

Friday, July 29, 2016

In-depth look at Pattern Generator

 Hello again. To fulfill my last post's "promise", here I am with a blog post dedicated to my latest finished project: "Pattern Generator". You may be thinking "Hugo, how did you come up with the idea for PatGen? And why did you work so hard on it? What's the point?". To that, I reply "I dunno". Thanks for reading guys, have a good one!

 Okay, but seriously now: Pattern Generator was a project I came up with back in late November, 2015. Back then, I was crazy about mazes, thanks to a huge influence from Willware (check him out, he's got some amazing mazes). We made a few lot of custom mazes, and every time we wanted a new pattern we had to make it by hand. So I tried solving that issue with a program that would render maze patterns based on your preferences. And thus, Pattern Generator was born!

 At first, it was going to be a pretty simple project, just to make maze-pattern-generating easier (mostly for myself). But then I thought "It could be used in many different cases, so why not make it decent, better suited and easier to use?". In that moment, I decided I'd make Pattern Generator a fully-fledged project, that I could put online for others to try without feeling ashamed that it's messy or slow.

Monday, July 4, 2016

A Big, Late Update

 Whoa, what just happened? Where is Hugo's blog, with its ugly textures, trippy background and sidebar cluttered with unfinished projects? Well, to answer your oddly-specific questions: it's gone. I realized it was about time I updated this blog, and made it look not only cleaner, but more professional. If I want to pursue a career that involves graphics and the internet even in the slightest (spoiler: I do), I might as well just dress up the things related to them. You know what they say, dress up for the job you want, not the one you have.
 For quite a long time this blog has been the same. And it's always been a trouble showing it to anyone else. But now, after a good old blogcleaning Sunday, I'm ready to get back on tracks. If you were wondering whether or not I was dead, I wasn't. While I haven't been active on this blog as much as I hoped, I was still active online (if you know where to find me). The reason why I haven't posted much is that I couldn't get any project that I thought was worth making a new post about, and over the last few months, all my projects have been either cancelled or just weren't finished or big enough.
 But that has changed, and will hopefully continue changing over the course of the next few months, as I intend to increase more and more my new Portfolio with all sorts of projects, drawings, games and much more. It took me a while to realize, don't ask me why, but if I want to have any chance in the gaming market, or any market for that matter, I might as well start working more and better on my personal projects.
 Do not, however, misunderstand this as turning my blog into an online curriculum. This is still a personal blog with personal projects, and formalities are for the weak. I'll hopefully have more things to show to you guys in the near future. In fact, I'll make a post about my newest finished project, the Pattern Generator, which you can also peek into through my Portfolio.

 But that's it for me today guys, hope to see you very soon :)

Friday, December 12, 2014

Making a Simple 2D Physics Engine - Part 3

Hello again, guys! I know, once again, this took a while to release, based on the release of the last part, but this time it wasn't due to having a new computer, like last time: it was delayed due to pure laziness and procrastination. So sorry about that...

If you'd like to see more about the LÖVE Forums' post for this tutorial, just CLICK HERE!

Although this is the "official" last part of this series of physics tutorials, I want to make smaller, more informal tutorials for different things in a physics engine, like slopes, player movements, triggers, etc. But, without more delay, let's move on to this part of the tutorial!

This is the part 3 of a 3-part tutorial.
Part 1:  Collision detection/handling;
Part 2: Gravity, friction, speed, masks and other global/local concepts;
> Part 3: Drawing objects and optimizing your engine.

So click on "Read more" to go to the tutorial!

Saturday, October 25, 2014

Making a Simple 2D Physics Engine - Part 2

Hello again! So, right after publishing the part 1 of this three-part tutorial series, it became extremely well-received and known by people (mostly the LÖVE Forums community and the Stabyourself Forums community). In less than a week, it already became the most visualized post of my whole blog! This was great, and I'm really, really, thankful to all of your kindness. It makes me really glad that I'm helping you all! I was going to take a little more of time until the part 2 release, but seeing that people enjoyed these tutorials, I'm already working on this!

As for how long it took me to release the part 2, I'm really, really sorry: I've got a new computer, so I had to transfer the tutorial's files AND install a bunch of programs. But don't worry: this won't happen to part 3...

If you'd like to see more about the LÖVE Forums' post for this tutorial, just CLICK HERE!

Now, without further ado, let's get to the little details of a 2D physics engine: gravity, friction, speed, masks, collision worlds, dynamic status and other little object-specified or global variables and concepts! Since they're mostly simple to explain, I'm putting them all in this single tutorial, instead of making a single tutorial for the topic, like in part 1. Ready?

This is the part 2 of a 3-part tutorial.
Part 1:  Collision detection/handling;
> Part 2: Gravity, friction, speed, masks and other global/local concepts;
Part 3: Drawing objects and optimizing your engine.

So click on "Read more" to go to the tutorial!

Thursday, October 23, 2014

Making YouTube videos!

Hello again, guys! So, as the title says, I'm making YouTube videos again! Again, because a few years ago I started making videos, but they were terrible, so I deleted them all. Now I'm starting over, but with a lot more of quality and work! My videos are in HD and I try not to make them too long. I'll be making gameplay videos the most, but you'll see some game development, map-making and other things too!

As for people looking up for my physics tutorials, a little announcement: they're a little delayed due to the fact that I got a new computer, so I had to set things up, transfer files from the old computer, install the programs I use, etc. But the newest tutorial is already being worked on, and I already have everything I need to make it, so you don't need to worry about that.

That's all for today, I see you guys in my next post!