Joseph Hewitt

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

New GH1 FieldHQ

I’ve arranged the new Field HQ display, which now shows info about the team’s mecha in the right side panel. Unfortunately, I can’t find several of the original mecha portrait files, which is a problem because I’m resizing them to 160×160 instead of 100×150*. One of the problems with the 100×150 GH2 mecha pics is …

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Lancemate Switching from Backpack

Today’s achievement is that you can now switch between lancemates using the left and right keys from the backpack display. This feature should be applied to the Character Viewer and Shop interfaces as well.

Busy Sunday

I will be busy today getting my pages ready for the California College of the Arts comics anthology. No GearHead for me until they’re finished. Instead, please enjoy the Cybertronic Spree performing the theme song from a Canadian cartoon.

The Old Old Days

While backing up files today I found some pictures from GearHead’s past. The initial version of the isometric SDL interface was, as you can see, a mess. There was an earlier graphical version of the game that used an overhead view and a different FreePascal graphics unit for rendering (I think it was called GraphiX? …

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New Backpack Display

The inventory/equipment interface has a new look. Next step: expand and improve the item descriptions.

Knowledge is Power

One of the big problems with GearHead1 is that the game just doesn’t provide all the information that the player needs. Even when information is provided, it’s not always in a useful form. As Powerglide says, knowing is half the battle. The next interface that I need to work on is the inventory/equipment menu. I’ll …

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Character Generator Arranged

I’ve updated the character generator with DynamicRect objects that reposition themselves according to the size of the window. I also fixed some of the problems and inconsistencies in the character generation process. For instance, the “Select Job” menu now shows the skill bonuses and staring cash of each job. Please note that at this stage …

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The Ugly Part of Refactoring

Today’s commit of GearHead-1 is at that ugly stage of refactoring where everything compiles but nothing works properly. The TSDL_Rect records which previously defined the positions of various bits are being replaced with DynamicRect objects that update their position based on the screen dimensions. My next step is to rearrange all of the needed zones …

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Full Screen Map Working

Two tasks complete- the game screen is resizable, and the map display takes up the entire screen. The next big challenge is to decide how I’m going to arrange the UI components. The Original Layout This is what we’re starting with. Much of the screen is filled with blank space. The map takes up a …

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Scarn the Cyberdoc

I just started a new campaign, this time with a cyberdoc/robotics expert. My plan is to concentrate on personal scale combat and eventually retrieve the Argoseyer. I can’t remember where all the bits of it are but I’m not about to let that stop me.