Joseph Hewitt

Author's details

Name: Joseph Hewitt
Date registered: January 28, 2016

Latest posts

  1. GearHead Caramel Effect System — September 23, 2017
  2. GearHead Caramel Damage Update — September 6, 2017
  3. Troubles with Iconic Life — August 16, 2017
  4. Origins of GearHead — August 13, 2017
  5. Shooting Anim Working — July 31, 2017

Most commented posts

  1. GearHead 1 v1.300 — 23 comments
  2. New Idea: The Story So Far — 17 comments
  3. Lancemate Switching from Backpack — 16 comments
  4. GearHead-1 v1.201: The Inevitable Bugfix — 16 comments
  5. Full Screen Map Working — 16 comments

Author's posts listings

Sep 23

GearHead Caramel Effect System

This week, I got the modular effect system working in GearHead: Caramel. This is pretty much the same effect system as used by Dungeon Monkey Eternal, but generalized and expanded to handle the GearHead rule system. The two effects needed for a basic attack (AttackRoll and DoDamage) work, and there is a new option to …

Continue reading »

Sep 06

GearHead Caramel Damage Update

Work continues on the GearHead Caramel damage handler. Today I added damage animations; the more damage done, the bigger the explosion. There’s a special extra big explosion for the shot that destroys a target (pictured in the animation). I think everything is more or less ready to get the effect system working.

Aug 16

Troubles with Iconic Life

The Troubles with Iconic Life was an adventure game I started working on during university. The player character is an icon living inside a computer world- sort of like a low-fi Tron. Your mission was to solve some sort of crisis by traveling through this world and playing a bunch of buggy minigames. In each …

Continue reading »

Aug 13

Origins of GearHead

I am currently visiting my parents in Canada and trying to sort through all the junk in my closet. I’ve found a bunch of notes which predate GearHead development, but which show many of the influences that went into it. This page from my 1993 university notebook describes a method for generating random sentences- basically, …

Continue reading »

Jul 31

Shooting Anim Working

The shooting animation is up and running in GearHead Caramel; just look at how smooth those bullets are. As in Dungeon Monkey Eternal, different weapons will be able to have different projectile sprites.

Jul 29

Death Sword

Death Sword is a haunted 1980s-style adventure RPG. There is a malevolent presence trapped in the program; as the game world breaks down, you will learn more about this entity and the fate of the teenage programmer who created Death Sword. Developer Ranilda Baeddel is currently running a GoFundMe so she can finish this game …

Continue reading »

Jul 26

GearHead: Caramel Combat System

Today I tried to figure out how attacks and other such effects are going to be modeled in GearHead: Caramel. If you’ve ever checked the GH1/GH2 source code, you’ll know that the old GearHead attack routine is a confusing mess of spaghetti that handles everything from beamswords to smoke bombs all in the same place. …

Continue reading »

Jul 25

Party on Mecha Beach

A progress video for the new map renderer that I’ve been working on in Python. Layering and transparency work with the mecha traveling through the water. Also, the water now has a nice beach border around it. All of this took way too long to get right. As I’ve said before, if you’re thinking about …

Continue reading »

Jul 21

Going to Cake Square

Tomorrow I’m heading to Incheon for the Cake Square comics festival. I’m hoping to get some work done on GearHead after the festival closes since it’s way too hot to go explore the city. Here’s a shot of some trees I made this morning; I’m not happy with them, but every little bit of pixel …

Continue reading »

Jul 17

Proposed GearHead: Caramel Skill System

I spent much of last weekend thinking about how the GearHead: Caramel skill system is going to work. This is likely to get a bit long-winded, so please bear with me. Stats These define the untrained abilities of your character. They will not change by much over the course of the game. Health, Stamina, and …

Continue reading »

Older posts «