Gamemanship

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      3 Mar 2012

      Please fix my ipad

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      With iOS 5 apple changed the way pages are loaded in safari and the way they are cached. It is now much less likely that an iOS 5 ipad of iphone will have to reload page and this is definitely an improvement.

      Apple also introduced a brilliant and confusing bug, which would be hell for an alzheimer's patient.  If you are a frequent vistor to news sites like reddit or hacker news a usage pattern of checking a link then returning to a central page will be very familiar. But on an ipad or similar iOS device about once in a hundred you will encounter a spate of returning to a page from the past. This could be a caches copy from earlier that day or a week ago.

      As you can imagine this is really really annoying, and is a well known bug. It seems apple is not fond of midcycle bug fixes, so we will have to wait until the next major release for this bug to be fixed.

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      2 Mar 2012

      XCode 4.3

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      XCode 4.3 has recently droppped and while it has not been a revolutionary set of changes there are certainty marked improvements.

      The most notably change with this version of xcode is a new compartmentalised edition. In the past xcode has shipped as a massive ~10Gb edition, but with 4.3 we get a new broken down set. The default distribution now includes the xcode edititor, the mac os sdk and the iphone sdk. 

      We no longer get many of the brilliant tools in the default distribution, tools I personally use such as OpenGL profiler and the shader builder come as a seperate package set. While the new package breakdown has been of great benefit to opensource projects (compiler tools can now be obtained indivually) it means that apples tools to assit developers will be a struggle to keep up to date with the rest of the xcode distribution.

      Apple can solve this problem with a currently built-in mechanism, currently apples docs for xcode are downloaded and kept up to date through the xcode manager. It shouldnt be too much of a task to add a  form of package manager to xcode for these software packageas.

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      18 Jan 2012

      Pixel are with Pixen

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      I have finally given up on gimp on my mac, it doesnt seem to be being worked on, its large bloated and as an added bonus is completely unusable on lion. Right now gimps cursor is a minute behind mine and this makes gimp as a tool impossible.

      Since LD22 I have been lurking and sometimes even talking in #ludumdare on irc.afternet.org. Today I had a bit of a rant about the state of gimp on Lion and my continuing hatred of all products adobe, and I was pointed at a forum post of awesome tools. From there I managed to dig out Pixen a tool I have seen before, but never used.

      Screen_shot_2012-01-18_at_21

      Pixen is an open source mac only tool that lives on github here https://github.com/philippec/Pixen. The version I have is 3.5 beta and I am really enjoying using it, as you can see by the self portrait. Pixen is very minimalist with a simple tray of tools, though importantly missing from the set is a variable pixel size tool. There are pallete options and different grid sizes, though only one set of grids at a time. 

      Pixel is designed to create animations and from within the program you can create multi layer images and these will build into gifs, how awesome is that. Even better I have seen a lurking option to create sprite sheets, hopefully that does what I exepect.

       

      I will play with Pixen more over the next couple of weeks, hopefully it will make my gamedev tool set.

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      10 Jan 2012

      LD22 Postmortem

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      Voting is finished and in all regards LD22 is too. I had a lot of fun that weekend in December and It feels about the right time to write a postmortem of the 'game' I created. 

       

      What went right

      I made a game, yes it is the goal of ld, but damn am I not happy with managing to get something out within 48 hours. 

      The art work, It was my first time in years using the GIMP for anything and I am really happy with the results. The tileset came out quite well and I am really happy with the sprites. I probably should not have spent as much time as I did making sprites I never used, but I couldnt help myself

      Bitmap tilemaps, the tilemaps for the game are a combination of the tile set and a png that stores locations based of the red value in the pixel (0-15 I think). This allowed me to draw maps, but the tools at my disposal did not lend them sevles to it. 

      What went wrong

      Sound, there isnt any. I have never written any sound code before, though this isnt an excuse. Sound was always going to be a ,if time allowed, component. When it came down to the wire I didnt have time to learn.

      Game play, The game is really difficult. At somepoint in development I tweaked a variable and it moved from being able to destroy almost all of the baddies, to only managing one if you are lucky. I have looked since and I cannot find the reason, it might be in the collision detection, but I will come to that.

      Collision Detection, collision boxes were difficult and once a shape was scaled the box moved away(weird right?). This meant the health pickup actually registered no where near the heart. Enemies and buildings were fine on this front so that is one bonus. I implemented a collison map for the world, but could never get this to work so it was not in the final game. Probably my least favourite bug.

      Map loading orienation, I had to do some rotations to get everything lined up and looking in the same direction, but I forgot to fix this for the map meaning everything was all over the shop. I also missed this on the collision map, hence the collision map not working.

      Animation, I changed frame on every game loop, meaning that when you walked your legs were going at 60fps with only two frames. Makes animation look really funny, but a silly bug.

      Platform, most of my comments were on the lack of hardware for players. This annoyed me when I saw how many games required XNA and windows just to play. If I write an iOS game again I will have a distribution system so jailbroken devices can atleast get a hold of it. 

       

      Overall I am happy

      Hell I managed to make a game within 48 hours, looking at the code post compo the bugs mentioned are not too much to fix. Next LD I am going to try a desktop game and hopefully figure out my workflow before the compo starts.

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      19 Dec 2011

      Done

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      A very small though large number of hours later and I have my first game. Excited???!!! Well I am, it is very very hacked together, but there is a game there. Not really a fun game and not an easy game. Not a long game, but in the end it is a game and my first.

      The art has steadily degraded over time, unfortunately that means the welcome pic is the worst. I sure you can deal with that. 

       

      Here are some screen caps and a real picture.

      (download)
      Click here to download:
      done-umxykGDhpoHpuBpjzDfc.zip (3.25 MB)

       

      Now my friend you may be wondering where you can get the holy grail of awesome that this game is, well I will tell you son. Here. 

       

      https://github.com/adventureloop/Alone-on-a-raid--ld48

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      18 Dec 2011

      9 Hours 40 to go

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      Four hours and it is almost time for dinner, I eat a lot right? More importantly than how Im doing is ANIMATION, thats right folks our little player has been drawn implemented and moves. He almost double moves because the camera follows and his little legs do a dance. 

      Awesome so we get some video? Nah static pictures all the way.

       

      Screen_shot_2011-12-18_at_16

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      18 Dec 2011

      13 hours of awesomeness

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      I had to jump out and get milk so this seemed like another good time for a blog update. To debug the entity loader I though it would be a good idea to get the joypad and camera movement working.

      So here it is

      Screen_shot_2011-12-18_at_12

       

      I have decided that hard coding is awesome, so instead of extensive debugging I am going to make this shit up. Also I have chocolate coins so it must be a good idea.

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      18 Dec 2011

      16 Hours to go (ish)

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      Sleeping was probably a real waste of time, I spent the whole night dreaming about writing my static entity holder, oh well. So far this morning I have started the code for entitiies so it is almost like I am writing a game.

      The end of last night was spent on artwork, well the static stuffs and I made a tile sheet during the day that should be enough for the whole game(at least in ludumdare). All the images will be pretty tiny on here, but it works on my phone I promise.

      (download)
      Click here to download:
      16-hours-to-go-ish-IEHiIGACnCfgzrBnmczd.zip (19 KB)

       

      Next today I need to add all those magic entities user input AI and all the things that make a game a game.

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      17 Dec 2011

      Damn bitch get off the road

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      Ive now played with super low level 2d drawings and I have given up out of fear. I'm going to grab some old source from a book and integrate it instead.
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      17 Dec 2011

      Ludum dare 48 started

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      After sleeping on the theme, seems likes a good plan to me. I am starting on ld 48 with the horrible theme of alone, I'm going to do my best to twist it to my will. The theme will be my biatch. Git is setup and Xcode is spinning a cube, just have to crack on now.
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