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Toe Head - working name - is a starter game project for me. It'll be an 8-bit alike side scroller. The first version of this game should play a lot like Mario Brothers. The trickiest bits will be getting the physics, accelerations curves, and jump curves to feel right. Every time I play a homebrew sidescroller, I'm amazed at how "right" the Super Mario Brothers controls feel.

Currently I'm working on getting all my cross compile toolchains going, the current headache being Qt. Qt isn't really required for the game itself, that'll all be SDL. I'm using Qt, or trying to use Qt, to create the sprite drawing utility for the various GP2X platforms I have lying about, and eventually for the Pandora. It'll be much handier to grab the Wiz or F200 from a pocket and draw on the touchscreen, and see the animations "live", than unburying the laptop and pulling the Gimp out for a 16x32 character. I'd meant this to be a submission to the Pandora Angst contest, but I don't think I'll have the time.

Well, for those who've been following this scene since the gp32 days, this may seem a small accomplishment, but I have a little test "game" running on the F200. All it really does is have the character run left or right, and the Y key quits, but I'm jazzed to get that far!

Course, I came crashing down when I learned that Qt for opensource embedded projects suggests codesourcery as the compiler while I'm running a totally different toolchain - it's all gcc, but apparently there's either some magic that Qt expects from them, or they just trust that toolchain. I'm using Qt to create a simple little fullscreen, low res sprite painting program. My goal was to submit it to the Pandora Angst contest, but with midterms coming up... We'll see how it goes.