Archive for the ‘Uncategorized’ Category
Thursday, May 8th, 2008
Semi-productive day in the other-computer mines. Now blowing up trash cans and dumpsters yields nice little explosions. But better than that, when ponies and their minions die, they fall over as usual, but then they vaporize in a puff of blue stuff. It's just a nice little effect, I like it a lot better than the previous "blink to death because apparently this is Double Dragon." Besides those various explosions, weapons actually have the right graphics now! Well, some do. The only one I am actually testing, the H.R. Puffencrush, certainly does. It fires big chunky marshmallows which are much more fun to see than the old red dots.
In addition to visual splendor, damage is now inflicted properly - the game actually knows at long long last that the marshmallows are Sweet Damage, and thus they have a 1% chance to cause Tooth Decay (and 150% damage) on impact. That was a major overhaul of half the files in the game, since damage used to simply be a number.
And if that weren't enough for you, along with some bug fixes, there's now an infinitely long highway leading out of town. Feel free to walk down it for all eternity. You will not reach America (and it's not some Escheresque trick where heading back up will send you right back to town - you really are however many miles away you walked!). But I am somewhat tempted to have it end in a border station at some point. Guess you'll never know unless you walk down it! For a long time. I'm debating how you'll appear in the game. Remember Rocket Keychains? Those are based on the model of Bouapha's rocket ship as seen (pretty much only by me) in SpisHulk. Maybe his rocket should be landed on the road there, indicating that that's how he arrived. Either that or he should have a car, but then there are issues of what kind of car he would drive, and you'd be able to drive it down the infinitely long road. Maybe if you drive far enough the game ends with you giving up and leaving London to its fate. Kind of like the beginning of Karateka. You can sure lose that game quickly, especially if your joystick isn't calibrated right.
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Wednesday, May 7th, 2008
Today's sneak peek demonstrates the user interface of Happyponygate, as well as what was going to be a very secret enemy. I've decided to display this enemy today in honor of the holiday we are celebrating today. If you don't know what I mean, then you surely don't know what this enemy is, either! You'll just have to find out. The monster's still going to be secret in game - you may have seen it now, but you don't know how to encounter it in the game!

Obviously the monster is just pasted over the screen, not actually in the game at the moment. But I think it turned out great - it's remarkably close to the concept art I used, right down to the oddly tentacular roots! Anyway, this is the on-screen interface as well. The big block at top is the life meter, and all the white bars are meters for different things (all full at the moment for testing purposes). Weapons go in the slots down the side, click on them to select. You can also select with the number keys on the keyboard (and - and = for weapons 11 and 12). Click Menu to visit the menu (same as pressing ESC), and the intentionally blank spot is for something else you will find out about someday.
That's it! Nice and simple and easy to use.
I got much done today already, as you see in the picture. How did such a miracle occur? Quite simply, and I don't know how I didn't come up with this plan before. I realized that since most of my development tools only work on my old computer (non-Vista), it was ridiculous that I tried so hard to work on the new computer. It's always cramped my style dramatically, and I would procrastinate doing any art or sound for weeks and weeks just because I knew I'd have to go over, turn on that computer, fire up the needed programs, do the work, transfer the results over, and so on. So today I decided to move the code over there, and just do
all the work there! The difference is splendiferous. That computer is also not connected to the internet, making it even more ideal for not slacking off. That is probably the reason I avoided being there before. I like to slack off.
Sol Hunt has given me a deadline on this game - it's supposed to be in a playable complete-ish state (not necessarily even beta, just something worth playing) by the time her school gets out. I have 5.5 weeks. I have a lot of work to do.
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Tuesday, May 6th, 2008
Ay! No he blogado mucho! I don't even know if that's conjugated right. But I do know blogar is not an actual Spanish verb. It means "to blog" in Jamulish.
So, results are in for LD48 #11! I did well. I got 1st place in Humor, 2nd place in Theme, 3rd place Overall, 5th place in Polish, 5th place in Audio, 6th place in Graphics, and far too low to bother even calculating in Technical, Innovation, and sadly Fun. I also got insanely low ranks in Food, Journal, and Timelapse, but I didn't try to compete in those.
I got a lot of comments that my game was really nifty but not fun. Oh well, I am happy with it! And the first place in humor is a triumph (note: huge success!), because it really was intended to be a joke in video game form. Looks like it worked! I thought it was fun to play too (though I can really understand not thinking that... all it was was trying to click objects quickly). Many people lamented the fact that you start over when you die, but my defense is twofold. First fold: the whole game can be completed in under a minute (and by "can be", I mean "must be", because you'd lose if you took longer!), so really how bad is restarting? And second fold: I made it work that way (and with a simple fade out rather than any kind of "GAME OVER") intentionally, so that it would seem at first glance that all you do is watch a leaf fall and then it returns to the title screen. The actual game is supposed to be sort of a secret... a really really obvious one, but nonetheless, a bit of a surprise. It's supposed to appear to be some kind of snooty art garbage, but then you subvert that by blowing it apart. I was going to have big gunshot noises too (I also considered having your clicks be used to target nuclear homing missiles), but that would ruin the surprise at the 4th level, since you'd already be in ridiculousness at that point.
So no, commenters! I do not regret the restart on death! I shan't repent! It's funny because I am a stickler for playability and ease of use, and I would never make a restart-from-the-top game normally, but this joke game truly calls for it. Although one commenter did mention limited lives, that would be nice (but again, they'd have to kick in on level 4 or something, or they'd ruin the joke).
By the way, the words that many people can't understand in the game are: "THE K IS SILENT!" (bad Sean Connery impression), "WHAT A DRAMATIC CONCLUSION!" (bad Strongbad impression), and at the end is an outtake from when I was recording rhino noises, where I am laughing and saying "Rhinos don't sound like that!". That's because I was actually making cooing noises, something I probably should've included in that sound clip. Come to think of it, that final rhino should've cooed as it fell.
So that's that game. Another game just finished was our first try at Heroes Mafia. It was so awesome! My wife thought I was crazy because I'd run around the house shouting out strategies and plans, and how things were working. I was a bit excited about it. I am dying for the next game of Heroes!
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Tuesday, May 6th, 2008
Why buy your kid toys when you can make ‘em? Fun to construct and play with - and no guilt when you chuck ‘em into the trash!
Cosmo and I have a moderately cool town going on:

Of course Akiko saw what we were doing and totally put us to shame with a super detailed 9 page fish-market design she found:

All you need is the right paper and a color printer! All the designs are free.
Man, I can’t wait for 3D printers to make it big…
PS: My LD48 entry won! I want to put together a post-comp “special edition” and do the things I ran out of time on, hope to get to that soon. Damn my laziness.
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Friday, May 2nd, 2008
sorry if I fouled up that spanish anyhoo… #3
This one’s animation looks pretty good to me, although there’s still some work to be done, I might have a few more go’s at it. stay tuned

Keith
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Friday, May 2nd, 2008

As promised, it's a Chocolate Moose! Two, because I wanted to get a shot of him facing you. Surprisingly enough he has big googly eyes. This is also the lovely alleyway you begin the game in (it won't be full of monsters like this, though). You can see some debug text in there too, ignore that. I always feel a little guilty making the monsters just a bunch of spheres stuck together like this because it's so easy, but honestly it's exactly the result I want. That is my style, and it's just a coincidence that it's really easy to build. I love super round, super simple, characters.
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Friday, May 2nd, 2008
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Thursday, May 1st, 2008
I feel like I've been spending far too much time playing instead of working lately, so I'm kicking my point system back into gear! It didn't last long because of some interruption or the other... I think it was when I got sick. But anyway, it was a good system that worked well for me, and I'm bringing it back! Today was my first day back on it, after yesterday indulging in too much Ratchet in the morning, and too much WoW all evening.
Today is the first of the month, so I've earned my points on maintenance type things - the newsletter is written, three addons are (almost) ready to go, new
fan art is up, the
monster contest is judged and done, and a new
microntest is up. Oh, and I've finally finished judging LD48 entries. Right now I am working on the bills and writing a journal entry in which I am writing "writing a journal entry in which I am writing "writing a journal entry in wh... okay. Hey, and I did the dishes too!
So, I'm holding off on sending out the newsletter until I have the addons up, and I'm holding off on the addons until I get some files I am missing for one of them, but aside from that, it feels pretty productive. Tomorrow, maybe I can be productive on an actual project.
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Tuesday, April 29th, 2008
I’m actually quite pleased at the walk itself, it seems to bob correctly, and the eyes seem to follow through just a little bit later than the head. That being said, there are still problems with it. Firstly his legs are way too long. They whole body should be about 3 heads high (in this case 3 brains high). The brain itself needs to be less bulky, and be fairly uniform through out. I’m going to try again, and eventually will get to something I like.
Here’s the animation in a small 160×120 size, maybe closer to the way it will be in the game.

Keith
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Monday, April 28th, 2008
Little update on the 'Gate today. Items are now destructible! It was a little bit complex for various reasons. First, items have never had 'health' in this engine, so I had to find a way to cram that in without breaking my existing map. That wasn't really a requirement, since I've hardly done anything on the map, but I always hate to trash things. Lucky for me, that turned out to be easy once I discovered how I load and save maps (discover is the right word - that code hasn't been touched in 8 years!).
Secondly, there was a bigger issue, which is that items only occupy a single tile of space. They're an element of the map. That would be okay if they were all tile-sized, but of course they are often quite huge, like my trash dumpsters. They could of course be arbitrarily sized, treated like monsters in that regard, and kept in a list, but that means a whole lot more collision checks, and I am already increasing the number of bullets that will be bumping into things at once, not to mention other stuff like the scrolling world that just slow this game down more than previous ones made with this engine. So bad idea to do that. Instead, I did something used in a lot of the previous games - added invisible blocks that can be placed to make items get in your way over a wider area. But this time, that's not enough - you need to be able to shoot those inviso-blocks and have it harm the main item, and when the main item is destroyed, all its associated inviso-blocks need to die with it, or you'd have strange invisible obstacles left over. So I made a whole system of invisible blocks with a direction, so you place items on the map, then inviso blocks around them that point to the item. They feed the damage done to them onto the item, and when it's destroyed, they go with it.
So anyway, it all works! You can destroy items now, but there are no explosions or anything, they just vanish. Yay?
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Monday, April 28th, 2008
So, there’s a list of idea that I commonly refer to but have never written down. It’s basically a bunch of stuff I’d be happy coding in the future but is odd or hard to do.
- Genetic art.
- Sound based game. Basically no graphics at all.
- Music based game. Like a shmup where the music determines the enemies.
- Shmup where all the sprites are 4-8 pixels in width/length
- Online nomic
- Something involving multiple interacting irc bots
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Friday, April 25th, 2008
It actually feels like something is happening with Happyponygate today! I spent the morning making tiles so that I could actually have some buildings instead of just grass and roads. The buildings I made look... well, pretty much just bad. They're not ugly or horrible, they just aren't good art or impressive in any way. They're just really simple block buildings. But you know what? I totally don't care! I just want to blow up ponies, so I am going to roll with it.
So, once I had my blah buildings available, I started actually laying out the map as it will be in the finished product. The firs tiny tidbit of map now exists - you are forced to walk down a dark alley behind a grocery store (okay, it's not dark... but it could be, this is the Supreme editor after all!) because the main road is blocked by those traffic barriers. At the end of the alley, you'll meet your first enemy and have to deal with it, and obtain your first weapon. That encounter doesn't exist yet, but the map is laid out for it. It doesn't sound like much, but it makes me feel more like this is something instead of me randomly toying with weapon ideas.
On an alternative note, you may recall that the Paladin was my second most hated WoW class in the past. I got over that and started rather enjoying her for a while. But then, my friend started playing with me, and he had a Paladin too. Since we both had the same thing, I decided to change my talent spec, so that we'd be different. I was formerly Retribution, as is to be expected, and I respecced as Protection. Wowzies. Quelastima (that's her name!) is now my favorite WoW character ever and has totally sucked me back into a game that was kind of getting less interesting (well, mainly the teaming up with my friend is what has sucked me back in, but this is seriously fun). She is absolutely invincible! Fighting a single enemy is terribly boring, because she doesn't do a lot of damage, so what I do is run around gathering up enemies, and I fight them all at once. They just pound on me as I stand there ignoring them, and one by one they gradually crumple to the ground. It still takes a while to kill an individual one, much longer than Retribution did, but by the time he's dead, the 5 friends he had around me are all pretty close to death themselves, and I mop up and enjoy the experience, none the worse for wear. I'm telling you, it's a whole new game, and it's fun.
On the other hand, there's not a lot of stuff to do in these fights. Mainly it consists of picking which guy to attack next (and it really doesn't matter which), so it'll probably get boring. But there's more fun stuff to come in the talent tree, like throwing my shield. And the other big downside is that I am very weak against magical enemies. But for the moment, it is just raw fun in liquid form. Only not liquid. I can fight ten guys at once!
It's hard to know what's appropriate to write in this journal, since this is obviously not a WoW blog or something. I'm sure a very small percentage of people who read this know what I was talking about there, and a smaller percentage care in the slightest. But it was exciting to me to discover this whole new game hiding inside WoW, so I blurt it out. Blurting is the key to blogging.
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Thursday, April 24th, 2008
If I were going to OSCON, I’d certainly go to this talk. But I’m not planning on it, so …
… So I’ve got that tinypy project sort of taking off. It’s got a SOC student (thanks google & PSF) and a bit of interest. So far most of the open source projects I’ve done haven’t generated more than a couple patches — in their lifetime. With that in mind, I’m not entirely sure what is a good way to accept patches and run a project, since I don’t have loads of experience in it. I’m a “solo” dev in my day job as well. I want to do a decent job of managing the tinypy community without having to work too hard.
Do I take whatever people give me and patch it as-is and just figure, well, someone else will fix it?
Obviously not. Especially not for tinypy where “good” and “concise code” is of such large value to the project. And with the SOC coming up, “secure code” is also very important, as well as testing.
Do I be really strict and keep rejecting a patch until it’s “perfect”?
Maybe? I remember submitting a patch to one project ages ago, and it got rejected without much good explanation. I’ve also submitted others successfully. Not quite sure what the balance is.
Do I take the patch and apply it and then fix things up myself?
Maybe? If it is easy to fix … but then again, why should I have to do all the work? I don’t really have that much spare time (all evidence to the contrary.)
How do I grow the project (in general) without it turning into a monster?
Stick to my guns on the 64k code limit*? Maybe not, since things like VC support, security, etc, are going to take up *some* bytes. Not to mention, tinypy could use a few batteries … At the same time, I’ve gotta draw the line somewhere.
Obviously some common sense is needed here, but sometimes I run a bit short on that. Advice / links to good articles would be swell at this point. I could google this sort of stuff, but I think having the context of responses from a community I know would be much more valuable here.
-Phil
* on that point, I think having the 1.0 source always in the “featured downloads” might be a good idea. Even if the project gets bigger, people can still check out the “classic version.”
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Wednesday, April 23rd, 2008
Over on the voidspace blog, there is a little discussion about raising an exception in a lambda.
Because raise is a statement, it's kind of a hard thing to do. Raising an exception as an expression that is.
Which "raises" the question, why isn't raise a function in py3k?
The two suggestions on how to raise in an expression were these:
>>> r = lambda: eval(compile("raise RuntimeError", '', 'exec'))
>>> r()
>>> ctypes.pythonapi.PyErr_SetObject(*map(ctypes.py_object, (e.__class__, e)))
Which are kind of both a bit yuk.
So maybe raise could be a bit more expressive in py3k?
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Wednesday, April 23rd, 2008

So many mounties! Recall once again that I do not have graphics for most things, and thus these mounties are not what they appear. They are in fact made entirely of chocolate! They are the Choco Blockos for now. Those blue bullets you see are actually chocolate chips. And the red bullets are marshmallows spit by the ponies, and the colorful bombs are jellybeans dropped by the many many badguys I have slain with the Choco Blockos prior to this shot.
Slain, you say? How do Choco Blockos hurt people? Well, that goes back to those chocolate chips. Enemies like to attack Choco Blockos, and when their bullets hit the blocks, some chocolate chips off and goes flying (for some reason at high velocity), inflicting deadly Choco Damage. So the Choco Blocko is actually a pretty effective weapon. It's pretty much useless as a shield, I have found, since it's just one Bouapha-sized block (and you can only fire them about once every 2 seconds). But enemies like to attack them, so they work as decoys in that respect, and rather dangerous ones. I may try making enemies ignore them, but then you'd have to be very careful about placing them and maneuvering to get them between you and the enemies. Which might not be so bad, actually...
They also dissolve over time (not visually, just eventually die), and explode into chocolate chips on death (but only the same number they launch when hit, nothing impressive). Leveling them up makes them last longer and survive more hits, fire more chips when hit, and makes each chip do more damage. It also raises the rate you can launch them slightly.
It's a little weird to see them as mounties, but they seem to work. If they remain working as decoys, attracting enemies, maybe I should change them to be chocolate easter bunnies rather than plain blocks. Something to consider for sure, and before I build the gun, since everybody knows a gun that lobs bunnies looks nothing like a blocko launcher.
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Tuesday, April 22nd, 2008
A friend of mine who lives in Beijing has set up a website categorising all the
Bars in Beijing.
It's still a work in progress, but he has listed over 500 bars so far. For a place as big as Beijing, you can imagine that there's going to be a lot of bars. They're categorised by location, and if they are a night club, a bar, or a KTV(karaoke) place etc.
He still wants to add photos for all of the bars, and just generally make it a nice guide to
Beijing bars.
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Monday, April 21st, 2008
For the sake of this post, I’m going to pretend to know what metaprogramming* is. Yeah, so tinypy** totally has that. At least, since the parser and compiler in tinypy is written in tinypy, you are able to modify those modules on-the-fly and add new features into the tinypy language. (Not that you’d want to, but certain other languages get so uppity about being able to do that, I figured I’d plug for tinypy here.)
For example, (at present) tinypy doesn’t have support for decorators. I’ve always liked decorators, so I made this code (a zip of main.py, deco.py***, and test.py) so that if you have a main.py:
import deco
import test
When the deco module is loaded, it cleanly**** adds decorator support into the tokenize, parse, and encode modules of tinypy. Then when the test module is loaded, it is able to use decorator syntax. Yay! This mostly thanks to the top down operator precedence implementation in tinypy.
So now, if say, you have some crazy idea for how the $ operator should be used in bigpy, you can go ahead and use metaprogramming to add it into tinypy and show all your friends how awful your new syntax looks and have a working proof-of-concept! Yay!
* feel free to enlighten me
** it’s got a mailing list now, join in on all the fun!!
*** only 611 bytes :) They were pretty simple to implement, since they really just mean: “given ‘@a \n def b …’ do ‘def b … \n b=a(b)’”
**** Since all the language features are stored in dictionaries, it’s “pretty easy” to add new symbols / operators. (Or remove features, or whatever!)
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Monday, April 21st, 2008
Those words may just haunt your nightmares. Give our new tiny little game,
Still Pond a try! It's my entry for this weekend's Ludum Dare 48-hour contest, and it is truly minimalist, but I think (until you win it, at least) it's a lot of fun. It's not really a game you'll come back to again and again, but you'll really enjoy the first time you win it. After the contest (and in less time than I had left
during the contest when I quit... dadgummit), I added two new secret bonus modes to the game (which should really help with the replayability shortage). So find them and enjoy!
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Saturday, April 19th, 2008
Here’s the final version, I will of course also add it to the comp blog directly.
http://www.gamesafoot.com/LD11_Final.zip
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Saturday, April 19th, 2008
Well here it is, score, speed, even game over sign. It needs a few tweaks though, increase the speed so it starts out somewhat challenging. I also have to “minimalize” the menu because the menu was created from a tutorial from HGE website (Haaf’s game engine), it has a little scrolly background and some neat little animations for the menu items, gotta get that down. Anyways here it is, maybe i’ll finish it tomorrow.

Keith
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Saturday, April 19th, 2008
Here we go —

ball centered and everything.
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Friday, April 18th, 2008
Whoo! I finally got something on the screen — check it. — Of course this may be all I enter in.

Keith
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Friday, April 18th, 2008
Supposedly my posts will show up on the ld blog, i’m not sure if that is so, but we will see. I’m not promising i’ll do anything, but we shall see.
Keith
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Friday, April 18th, 2008
The latest
Ludum Dare 48-Hour Game Development Contest is now on! The theme has been announced, and it is "Minimalist". So yeah, I'm not sure what I'm doing with that. Should be an exciting, if minimal, weekend.
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