Moving the Blog to Github Pages
The time has come for me to get rid of tumblr.
I’ve started up a blog over at http://heroesgrave.github.io (using Octopress), but I’ll repost the more significant things here for a while longer.
Now I will have full control over the site, and can mess around as much as I like.
And if I want to add some more pages, I can do that, and I can do it without the stupid tumblr editor.
It also has a proper implementation of Markdown, and the CSS actually works the way it should.
But there are a few things I will miss from tumblr:
(Okay, tumblr isn’t that bad, but so far there is no free service that beats github pages)
computers4lyfe asked: hey are you still working on that minecraftish hexagon game, I think that game looks absoloutly fantastic!
The maths involved was well above me.
- It took me days to get the hexagon shape rendering.
- It took even longer to get collision detection acceptable, but even then it was still glitched.
- I don’t even want to think how long it would’ve taken to get tile-picking working.
The only thing I can offer is my voxel engine, which is actually coming along quite nicely:
I’ll post a few screenshots.
Anonymous asked: any plans on putting Guardian's source code in github?
Just download the .zip if you really want it.
It is really badly coded. Which is expected I guess. I’ve been programming for about 2 years, and Guardian is well over 1 year old. So basically I’ve programmed longer since Guardian than I had before Guardian.
I’d rather not go into the code again.
However, I might have something special coming up which you may like.
LD28 Post-Mortem: Post-Results
Humor: #66 (YAY!x2)
Theme: #342 (YAY!)
Mood: #435 (YAY!)
Graphics: #473 (YAY!)
Fun: #491 (YAY!)
Innovation: #525 (Relative to other scores: Meh. Relative to last LD, YAY!)
Overall: #528 (Relative to other scores: Meh. Relative to last LD, YAY!)
Audio: N/A (YAY! Now I don’t have to feel bad for having my no-audio rated better than someone else’s decent audio)
Total score: 6 ‘YAY!’s, 1 ‘YAY!’, and 2 half-‘YAY!’s
Getting in the top 100 for a category is amazing.
I still think I should have got higher in a few of the categories, but unless I rated hundreds of games, my results are probably going to be skewed. One person with one extra/less star can be the difference between 100’s of placings.
I don’t really care either. I do LD’s for the fun and accomplishment of finishing a game.
Overall, I’m very happy with the results this time around.
Code Snippet of the Day: AABB
Well, it’s been a while since I did this.
From now on I’m using Github Gists, because Pastebin formatting was horrible.
Can be expanded to 3D by adding z and depth values.
x and y are the centres, w and h are the distance from the centre to the edge (so half the total width/height).
Me vs iTunes: The Aftermath
Okay, so after 4 hours and 3GB, I got iOS 6 downloaded and installed on my iPod.
Except the developers of libgpod haven’t worked out how to crack the hash for the music database.
This means that while I can add songs to my iPod, they won’t show up, because it doesn’t recognise that they’re there.
That means I have to wait until they break the hash before I can be completely rid of iTunes.
But the good news is, iTunes is no longer blocking my path to get rid of it.
I HAVE WON!
That was frustrating.
Back to work on Paint.JAVA.
v1.0 should be coming out soon.
Me vs iTunes: Round II Continued
(Translation: It downloaded and restored)
Me vs iTunes: Round II
Okay, I’m going to have another go at beating iTunes.
I tried to download iOS 6 in the hope that libimobiledevice will let me access everything.
iTunes tells me “Connection timed out”
I open the download again.
Download progress back to 0.
I try again anyway.
5 or so minutes later, progress halts.
I pause the download, then resume it…
Download progress back to 0.
I try again…
It reaches a quarter…
Almost 3 quarters when suddenly the download speed starts dropping…
I furiously open up my browser, hoping it will get the download going again.
I ping random sites to check my connection is working.
And: iTunes tells me “Connection timed out”
It took iTunes 20 minutes to download 582MB, before deleting it because it “couldn’t connect to the internet” when it perfectly well could!
Honestly, Apple, are you hiring the programmers Microsoft threw out?
Who’s idea was it to have it randomly disconnect, and even worse, cancel the download when that happens?!
I Google for the direct download link.
It is now downloading.
It turns out you can actually do this through iTunes.
You hold shift and click restore and it opens up explorer to find the file.
Typical of Apple to not let anyone know how to do that.
In the meantime, my download is halfway, and it’s been what? 9 minutes.
In iTunes it took 15min to get this far.
Done! In about 17 minutes!
I’m now paranoid that iTunes is going to delete the file or something, so I make a copy or two.
Then I load it from iTunes and wait.
I try again.
I follow the link to the support site.
Oooh Goody! It gives me a survey!
Very dissatisfied… Unable to complete task… “Completely unhelpful. Crap Software.”
With that out of the way, the page proceeds to tell me to update iTunes.
I already have the latest version you idiots!
After another half and hour trying to make things work, I give up.
I try on my other desktop instead hoping that it will work there.
So, I decide to try downloading through iTunes again.
It’s going as I finish writing this.
To be continued…
Happy New Year!
I’m going to be working hard at making some awesome games.
LD28 Post-Mortem: Pre-Results
Okay, this is the first part of my post-mortem for my LD28 entry PotatOne.
Here’s the LD entry page for those who want to play/rate it first: PotatOne.
What Went Right:
I had plenty of time. Previous LD’s I’ve missed out on ~7 hours due to school. This time, school was over, so I had plenty of time. I was relaxed the whole time and didn’t feel a need to rush, and comfortably submitted 40 minutes before submission hour started.
No progress-halting bugs. The entire development process was smooth. There were no bugs that held me up longer than they should have, and the one that troubled me the most was just a graphical flaw with the timing of the dialogue transitions.
What Went Wrong:
It took me over an hour to come up with a good idea. Normally I can get a solid idea all planned out in 10-20 minutes, 30 on a more difficult theme. I struggled a lot on this one, because I had 3 ideas that were all really good, but I couldn’t decide which one was really the best. In the end, I took a bit of my favourite idea (You get one item and have to save it until the end, avoiding the temptation to use it earlier), combined it with nonsense (Potatoes), and made the title PotatOne.
Ran out of time for sounds. Okay, to be honest, I’ve never actually done audio in my games, probably due to the fact that my parents hate noise from the computers and as a result, I usually play/program games without the audio.
Risks I took:
Skeletal animations. A few months back, I programmed a simple 2D skeletal animations library, but never got around to testing it properly in a real game. Luckily, it worked perfectly and I managed to implement it with very little effort. This risk definitely paid off, and made the graphics so much better. Hopefully this will reflect in my results when judging ends.
Focusing to much on the story. By the start of the final day (approx. 7 hours), the only real action part was the potato boss fight. Other than that it was just walking around reading the dialogue and occasionally pressing (or choosing not to press) E. However, I managed to implement birds and get some more action in there to fill the gaps, and I tweaked the boss fight to last longer without making the gathering of potatoes too tedious.
What results I hope to get:
Judging from the feedback in the comments, I am hoping to get a good score in graphics and humor, and maybe fun.
As always, I try to get fun, and overall as high as possible. These to me are the important categories, but to get them high, you have to do everything else right.
As for Innovation, Theme and Mood, I don’t know. It’s really up to how the players interpret them.
Audio is hopefully going to be blank, or otherwise a low score. (Seriously people: No audio, No audio rating. It’s that simple)
Part II will be coming post-judging. It will feature a better analysis with the results taken into account, and my goals for next Ludum Dare