K3RNEL

The K3RNEL Hub

Browsing Posts in Development

I really like blogging. Almost as much as coding itself. But today, I decided to stop typing and start showing some images of what’s up.

The URLs they’re at are kinda static, and I’ll be updating them from time to time, so look around and enjoy!

Please note that the app is still in heavy development, but these are *not* mockups. The code’s available at the Abugadro Code Site.

None. Hah.

I spent most of the past week getting myself together for the FLISOL, the Latin American Free Software Festival. Gave a speech on Free Culture and had my Fedora Stand all Saturday long.

Spent this week trying to do the stuff I should’ve done last week, so hopefully, progress will be on its way on the weekend.

I’d love to get a playable game concept as soon as possible, but I fear it’ll be ’till the end of May, at the earliest.

Well, at least I’m honest, right?

I really wanted to get a game demo out as soon as possible, but Karai set me out on a wild goose chase: Make the game work under any screen resolution (above 1024*576).

Thought to be impossible by previous devs, I started investigating, and digging deeper and deeper. Turns out that it was possible all along, but we need to get rid of “SUI”, the tool we used to create all application interfaces.

To replace that, Nifty-Gui will be used. It uses XML-Based layouts, which makes me instantly wary, though it’ll serve as target practice for the Android Apps.

The result will be a game you’ll be able to play in your preferred screen resolution, looking as shinier than ever, and with all sorts of fancy effects.

The downside? It’ll take a bit longer ’till I actually get a playable demo.