0xdbin Release!

0xdbin Release!




   As part of a quick project for Computer Architecture class, I wrote a binary/hexadecimal/decimal converter called 0xdbin! It not only converts between the 3 data types, but does so intelligently and with plenty of options, including sign processing modes for unsigned, sign magnitude, one's complement, and two's complement; the ability to pick binary and hexadecimal prefixes, and more! Try it today for your digital number converting needs!

 

0xdbin EagleSoft Page

Schell Games studio tour!

Tour to Schell Games Studio!
http://www.etc.cmu.edu/wp-content/uploads/2013/08/schell-games_RGB.png
 (Disclaimer: The following post is not sponsored/licensed/endorsed by either Schell Games, Robert Morris University, or ACM. Statements and opinions expressed in these articles are solely those of the author, not of EagleSoft Ltd as a whole.)



   A few months ago, the ACM Chapter at my university of Robert Morris and I were able to book a March 2015 tour to Schell Games, one of the more well-known, local video game design studios in the Pittsburgh area, located at Station Square. After a stressful and confusing drive due to Pittsburgh traffic and detours, I arrived at the studio (although 15 minutes late). Luckily an employee who was also approaching the entrance let me in so I didn't have to ring in and wait for someone to do so. On the left were various Toy Story posters, while in front of me was the elevator. Entering the elevator in order to get to the studio on the 3rd floor, we were greeted by an interactive voice-activated R2D2 Droid in the corner, with a foam cup of change in its extended left hand The employee asked it "Hey R2! Do you remember Darth Vader?", and R2 cowered in fear. If even the elevator is decorated with toys and fun, who knows what awaited me on the 3rd floor!

Interactive voice-activated R2D2 Droid

   On the 3rd floor I was greeted by the receptionist and a classic tabletop arcade game; however, due to being late, I quickly wrote myself a name tag and met with the rest of the tour group, who were currently sitting in one of their meeting rooms. The tour guide for today, Chris, gave a short speech about the history of Schell Games and a few of its more noteworthy current published video games, including PlayForward: Elm City Stories, Toy Story Mania, and others.


    Afterwards, five employee panelists entered the room (from the secret bookcase-door on the right, of course!), who gave a brief background history of themselves and a plethora of information about their video game development experience and general career advice, while going through PowerPoint slides in the center projector.


The most important things I took away from the discussion panel, the studio environment, and the Schell Games company culture for pursuing a career in video game development were:
  • Have a passion for video game development
    • Be enthusiastic about your career
      • In the SG studio, everybody's workspace is decorated not only with professional/personal effects, but also with video game swag and memorabilia showing personality
      • Be yourself
    • VG Dev is fun, but also much work
      • If you are not passionate, the amount of work involved will frustrate you
  • Play video games
    • Games inside and outside your comfort zone
    • Analyze them
      • Observe the game mechanics
      • Observe what makes the game great
      • Observe what makes the game unique 
  • Make video games
    • Start now
      • One of the panelists had difficulty in getting into the video game industry due to lack of video game development in his youth
      • He strongly recommends learning as much as you can now, especially in an internship
    • VG Employers are more concerned with your initiative in your hobby and professional development experience, not necessarily your grades
    • Publish your games if you can, even if they are free
      • Sending a link to download/play a published game to an employer looks more professional and is more interactive than simply showing pictures, text, and videos
    • Showcase even 
    • Employers not only want to know what games you have created, but why 
      • What is your motive?
    • Learn the trade, tools, methods, and lingo of game development
    • Be creative
      • Think outside of the box
      • Hang out with a diverse group of people to get different perspectives and ideas
    Afterwards, we were given a tour of the impressive, large, open-air, semi-casual studio downstairs. Unlike other boring corporate offices, the studio is cubicle-less, filled with natural lighting with tall ceilings, and is a bustle of activity, with most employees decorating their workspace not only with professional/personal effects, but also with video game swag and memorabilia. Chris asked for a volunteer, with fellow student Craig volunteering to test out an employee's Occulus Rift prototype game, which was an escape-the-room type of survival game. The game was running off a Rift devkit and devbox, with the devbox's monitor mirroring what Craig was seeing. Very exciting to actually see (although not literally, in-person like Craig did) an actual Occulus VR set in the wild in action, and I wished I volunteered!






Occulus Rift

  Lastly, we were lead to the game demo room, which showcased some of Schell Game's published video games, including Enemy Mind (Steam/PC), a dev-build of The World of Lexica on iPad, and Race to the Beach. Although none of us played Race to the Beach that day, it was interesting to note that the game controllers were four stuffed turtle dolls with motion sensing capabilties to move underwater. Also shown were some in-progress games, including a candy-crush like match game (iOS), a platformer game about waterbears, and an educational chemistry app (iOS). With the aid of colored balls and sticks (something like Geomag), a picture can be taken of molecules created to check if it is valid molecule and to show its properties. (I think I know how I am going to pass my retake of Chemistry I eventually :)). Most of us ended up playing Enemy Mind using wired XBox 360 controllers. Finally, we headed back up to the meeting room to gather our belongings, gather some Schell Games swag, and leave for the day.



  Honestly, the Schell Games tour was a very fun and engaging experience, and those from ACM who did not attend missed a good time! It has inspired me and given me more knowledge about the industry for video game development. Unfortunately, after asking Chris, he explained to me that their summer internship program, which I applied for in January, has already been filled and that they are lacking internship work at the moment, but I will try again next summer and look for other local opportunities in the meantime. My day ended with taking the elevator downstairs and donating some change to R2D2.

-Tamkis

UAHDX v1.1 and Android ports in progress!

UAHDX v1.1 and Android ports

   A v1.1 update of UAHDX (Ultra Air Hockey DX) is being created for PC/Mac/Linux, as well as a new port to Android KitKat! This updated version will fix some serious bugs, including poor flipper AI and flipper positioning in Pinball mode, fixing of the score digits upon gameover (they were at the wrong angle); the inability to use the pause, respawn paddle, and respawn puck cheats/features if powerups are disabled; the pinballs freezing their velocity upon first spawn, and improper paddle raycasting. It also obviously adds digital buttons for the controls in the Android version. No online multiplayer yet; it will be implemented in v1.2 (which will hopefully be the final major version.)

(All screenshots subject to change)

Init Screen

App icon

  Title Screen

 Air Hockey mode with Android buttons

Buttons from top-to-bottom and left-to-right:
Puck respawn, use powerup, respawn paddles,
rotate camera left, pause, rotate camera right

Left clicks are performed by tapping with one finger,
and right clicks are performed by holding one finger and tapping with another finger.
This controls powerup selection and left/right flipper flipping

Pinball Mode

Battle Mode

ETA is during Spring Break :)

New website domain!

New website domain!

    At the advice from a few colleagues, EagleSoft Ltd has decided to move its old, standard Google Sites EagleSoft Ltd web address (https://sites.google.com/site/eaglesoft92/) to its own, professional, custom domain (www.eaglesoftltd.com)! Currently, both site addresses still work, but it is recommended to now use the new domain and to update your bookmarks! The updated website is still hosted and powered by Google Sites, while the custom domain is handled by a domain registrar. Furthermore, with namecheap. We are trying to configure the old domain to forward to the new domain if possible, as well as trying to move this blog's old address (http://eaglesoftlabs.blogspot.com/) to its own possible subdomain (probably www.blog.eaglesoftltd.com).

  Enjoy the new domain!
  -Tamkis

UAHDX Release!

Finally, its here! The release of Ultra Air Hockey DX for PCs!

    Starting in October 2014, EagleSoft Ltd worked on its first Indie Unity3D video game, Ultra Air Hockey DX, not only for fun and for software engineering experience, but also as a university project for a Fundamentals of Software Engineering class programming project. This project was much more difficult than we first imagined, since we had to self-teach ourselves and to learn quickly a new programming language (C#), a game engine (Unity3D), and fundamentals of software engineering, including creating documentation such as an SRS, a Gantt chart, and a plethora of other documents. Nevertheless, through hard work and persistence, we finally finished programming the game in early January of 2015, and are ready to release it as a purchasable download from the shop section of the website! The game is currently available for Windows 7 (x86/x64), Mac OS X (x86/x64/universal), and Linux 10.04 (x86/x64/universal). A demo of the game for all of the previous OS and bit combinations is also available (the demo only has Air Hockey mode available) on the UAHDX Page and at the shop (for free).


       Everything is finished with the game (all powerups, all 3 modes, and all game assets), except for online multiplayer. We plan on implementing this complex feature, as well as any other bug fixes, post-mortem as a update patch.


Below is an advertisement for the game, showing off all of the gameplay features.


We hope you enjoy the game as much as we had in creating it!

Cordially,
EagleSoft Ltd and UAHDX Dev Team

EagleSoft Store Deployed!

EagleSoft Store Deployed!


        For those whom have visited the EagleSoft Ltd website from Novemeber 2014 to February 2015, some may have noticed a new "Store" tab on the page's navigation bar; however, many were disappointed with the contents of the page:


   However, after finding some free time and after finishing the development of Ultra Air Hockey DX, I finally implemented The EagleSoft Store (See first picture)! The store is powered by PayPal, and payments can be done through PayPal either by using your own personal PayPal account or by using PayPal to safely and securely pay be debit/credit card. For products, the store consists of an image, a description, and an "Add to Cart" button. Items in the cart can be viewed by clicking the "View Cart" button.

   Digital products (such as downloads for games) will be sent via an email, which will either have the files attached directly to the email (if the size is small), or will contain a link to download the item (if the file is large). By keeping this email, customers can have lifetime access to their purchased digital products, and can download any updates to their purchased products as they appear. Although we currently only have one product (Ultra Air Hockey DX), more products shall appear in the future, potentially including physical products (such as repro carts for Sega Genesis homebrew games).

Test transaction to myself for a test download, showing the concept:




We hope you find interest in the store and our products, both present future, useful and entertaining!
 -Tamkis and EagleSoft Ltd

BreakGOLD Editor v1.1 updated released!

BreakGOLD Editor updated to v1.1!

The BreakGOLD Editor, an application which edits various aspects of the BreakGOLD game engine, has been updated to v1.1! What is new in this release is a plethora of features, including the ability to now rip all .raw sub images at once as .bmp, and the ability to rip the entire .raw image file (subimage included) into a .png spritesheet. Png spritesheets can be used in the Android version of the game. Also included is an audio editor, for splitting and convert audio file encodings, and a ROM editor, for directly editing some features of the game. More details on the website.

Video of v1.1 in action


The next version (hopefully v1.2) will have a button to automagically move a BreakGOLD PC total conversion to its Android counterpart!

2014 Recap, Plans for 2015

Recap of 2014, and Plans for 2015

(Rather than make about like 5 different posts on things I need to say, I thought I would combine everything into this post.)

     It's that time of year again, where EagleSoft Ltd gives an overview of last year's accomplishments and plans for the new year! Unfortunately, not very much was completed last year, due to "real-world/life" commitments such as university life. However, EagleSoft Ltd did begin work on a retro homebrew port of its famous Ultra Air Hockey game to the Sega Genesis/Sega CD using a basic programming language called BEX, began work on a 3D, Deluxe multi-platform edition of the game called Ultra Air Hockey Deluxe using Unity3D, and added more content and extensive visual changes to my old fan game, Sonic CD Breakout.

    For 2015, unfortunately, due to technical difficulties and limitation of the BEX programming language, the BEX retro port of Ultra Air Hockey is being cancelled, but moved to the Sega Genesis Development Kit (SGDK). Likewise, the BEX GSpriteLibrary which was being developed in parallel is also being cancelled, and will not be ported to SGDK, since SGDK has most the library's features built-in. The SGDK is a C-based dev kit for the Sega Genesis, which is more powerful and stable than the glitchy BEX compiler, and which compiles code through the GNU GCC compiler in your IDE of choice. (I am using Code::Blocks.) It includes advanced features such as virtual Fix16 and Fix32 floating point data types, trigonometry, sprite and spritesheet management, input controls (Sega Genesis 3 and 6-pad joypads, Sega Mouse, Light gun, etc), and more. Due to this set back, the publishing and release of Ultra Air Hockey (Retro) is now greatly delayed; however, the end result show be a more polished, professional product.

  Furthermore, EagleSoft has finished a large chunk of programming for Ultra Air Hockey DX. We currently have everything completed except online multiplayer. Initially, we were going to release the game as a Windows 8 app in the Microsoft App Store without online multiplayer support before Christmas 2014, and were going to simply add that feature in a future update post-mortem. Unfortunately, we also want to publish it as a standalone W7 executable (especially since Windows 8 is a heretical, blasphemous, Satanic abomination to computing), but the Windows Store only allows for Windows 8 apps. This would have caused us to create a separate update/serial system, in order to allow Windows 7 customers to be able to download an update without re-purchasing the game. Instead, we are going to publish it once, after multiplayer is coded. After done with UAHDX, we plan on creating yet another original indie Unity3D game. No details or plans on what that game will be yet...

   Lastly, we are continuing to work on our Sonic CD Breakout fan game. Although this is a low-priority game, we are continuing to develop new zones, special stages, and other features by removing limitations and extending features of the BreakGOLD game engine.

   In conclusion, although not much was completed last year, we are working to make next year better, and to create more exciting video game projects!

-EagleSoft Ltd


Electronics Suite Update

Electronics Suite Updated!
   Almost three years after the fact, I have decided to update my old Electronics Suite. During Spring 2013 semester at the university, I had to take (yet again :(, due to credits not transferring) an Electronics course, and used this suite much for digital labs (especially the resistor color decoder program). Originally, this suite was for myself and for others during Spring of 2012, for my first two original Electronics courses at my community college.

   While using it, I realized the need to update the suite with a few new features. So I have added actual physical colors for the resistor color decoder program, updated all "About" boxes with the "company" name and the website link, and added a readme to the download

  You can download the final version of electronics suite (v1.30 FINAL) at its appropriate page on the website.

UAHDX Progress #5: Rebuild and Thanksgiving preview

UAHDX Progress!
Part 5: Rebuild and Thanksgiving Preview


   Unfortunately, after co-developer Josh looked at the coding from the previous post, he determined that we needed to recode everything from the ground up. Not only was this due to my lack of knowledge of how the OOP in C# for Unity3D works, but also because, due to what he described as the "spaghetti code" and how I structured it similar to a procedural-based language, nothing would have worked in a network multiplayer game, due to objects lacking their own methods. In the past few weeks, we have recoded everything from the ground up, so that it would be optimized with the OOP features and for multiplayer.

   In the process, we have fixed scripts, added scripts and features, and optimized features. It took days to finish, but we plowed through all of the grudging work and reigned victorious over our personal and professional work outside of this project. Specifically, we have added self-illumination textures so that pucks and paddles will glow with a parallax diffuse, mostly finalized the Credits screen, and cleaned up the Battle game modes. Specifically, we have finished all powerup objects (except Army, and Swap places, which may be scrapped entirely), added powerup handling in order to activate and deactivate powerup effects, added a proper music support, added a powerup HUD, and have added a username text to float above paddles. Furthermore, at the request of our professor, who gave us a creeping requirement on our project's SRS, we have added a feature allowing the players in a netgame to email each other the results.



    Below is a YouTube video demonstrating all of the new changes. Although not shown in the video, the core code of the game also works with the other difficulty settings of the Battle Mode. (We have yet to adapt the existing code and test it for the 2p Air Hockey mode and for the Pinball mode.) What is left to complete for the video game project is to integrate netcode for online multiplayer, implement AI, implement proper raycasting for each player in their own player fields, and adapt the code for Air Hockey and Pinball modes.



  C&CC welcomed! Planned ETA to device/PC software stores is early 2015.

  -EagleSoft Ltd

UAHDX Progress #4: Gameplay, Scoring, Powerups

More UAHDX Progress!
Part 4: Gameplay, Scoring, and Powerups

       It been a week or two, but the UAHDX team (Josh and I) are kicking it high gear for more development action, especially since our time for working on this school project is running out! (It's due by the first week of December, and we still have much to do in a short time.)

       Since our last post, we have coded and begun to implement many features. We are currently working on the Medium difficulty, Battle Mode game scene. Due to how we are coding and designing the game, each game mode/difficulty combination is modular, and relies upon a core set of scripts and resources. After finishing with our 1st game scene (the Medium Battle Mode), the rest will go downhill. We have plopped our 3D game models into the game, have implemented proper scoring, the announcer for scoring, and a scoring HUD. We have also added the ability for both a human and CPU to control the paddles. The former feature is quite functional and bug free, while the latter feature is in the early stages of development, and needs improvement, especially with coding an intelligent AI with removal of collision issues. Each paddle can only move within a certain area, with some interlap between these fields for multiple players in the Battle Mode.

    Furthermore, we have imported and implemented a majority of the main game sounds. A powerup collectible object has been created; however, the glue-logic for allowing a player to keep powerups and use them at will is pending to be written. This glue-logic will be performed using an invisible powerup thinker. We have, however, begun implementing some of the powerups, especailly those which are based upon physical objects. Such powerups include blockade, bumpers, portals, multi-puck, and army. These powerups will be dis/enabled by the game engine using our powerup thinker object.

    Below is a video showing everything is action, as to the time of this writing. As a developer of the game knowing its inner-workings, I cheat (a lot), in order to show off the features. My paddle (the red one) can move anywhere, and I can dis/enable Unity gameObjects and features on-the-fly using the Unity Editor during runtime. I do this so that I can focus the video recording on specific aspects of our progress. There are a few bugs in the video, but overall, the progress is fine.



C&CC welcomed! Also, if you know me personally in the real world, and want to Beta test the game, email me. I'll be sure to add you to the Credits screen :).

-"Tamkis" (Tony) from the UAHDX team/EagleSoft Ltd

UAHDX Progress #3: Menus & Graphics

UAHDX Progress #3: Menus & Graphics
 
Much has happened in the last month with video game development of Ultra Air Hockey DX.
In Fundamentals of Software Engineering class (which is the university class for which are creating this game for a grade, as well as for EagleSoft Ltd to sell the game and create our first Indie video game title), we created a Software Requirements Statement (SRS) for the game, and classmate Joshua and I have pinned down the main functionality of the game. Furthermore, we have now formally begun development of the game, officially!
 
 
 
    For our 1st week of formal development, we have created the menus for the game, finalized game assets, and fixed textures on all 3D models. You can look at the 3D models on the new models page on the EagleSoft Ltd website, which are 3DPDF files. Furthermore, you can check out the amazing menus in the video below. The GUI has been finalized, but implementation of the options screen actually change game variables and showing message per category and item still need to be implemented. Also, animated gifs of the intro FMVs need fixed.
  
C&CC welcomed!
 
More progress to be shown as work is done!

UAHDX Progress #2: PoC Air Hockey Gameplay

UAHDX Progress #2: PoC Air Hockey Gameplay
 
 
A few weeks ago, co-developer "Josh" and I made some progress in creating a rudimentary, quick and dirty, Proof of Concept of the Air Hockey mode gameplay for Ultra Air Hockey DX! You can check out the video below. Unfortunately, we had problems with textures, so ignore the wrong colors, and also the placeholder menu.
 
 
 
For progress to be shown as we develop it!

Ultra Air Hockey DX Progress #1: Art

Ultra Air Hockey DX Progress #1: Art

Classmate "Josh" and I have made some minor progress on Ultra Air Hockey DX in the past few weeks, for our Fundamental of Software Engineering class project, and for the game which will eventually be available as a paid, indie game, published by EagleSoft Ltd. We've outlined file resources (especially music and sound), and will be creating an Software Requirements Statement, so that we can plan and execute our project.

Most importantly, I have already drawn the 3D Google Sketchup art to be used in the game. You can look at the cool art, and read about the synopsis of the project, at its page on the site. We also are working on a prototype for the collsion system, but are having problems with proper puck collision.

More to show for the project as things develop!

Sonic CD Breakout: Desert Dazzle Zone

Sonic CD Breakout: Desert Dazzle Zone completed!

As teased about in a previous post, a Desert Dazzle Zone was in development for Sonic CD Breakout. All 3 acts have been completed! Check out the video playthrough of the level below! The boss is difficult, what with him having a shield of rotating and destroyable blocks around him. and having to avoid falling stalactites. The stalactites, when they hit the problem, cause you to lose rings.


C&CC welcomed!
Demo #3 tentatively pending to be released Christmas 2014!

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