2006-02-24

More Wordplay

Filed under: Programming,Technology — Tags: , , — D. Moonfire @ 15:10

Worked on Wordplay a little a couple days ago. Added the rest of the tiles and preferences. At this point, high scores are the main bit and I want to make another theme.

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I added a couple new tokens: copper (x2 letter score), silver (x3 letter score), gold (x4 letter score), poison (no score for letter), contagious (no score for entire word), and flooded. Flooded is fun. If you have an empty space near a flooded token, it floods it with a empty token you can’t select. The only way to get rid of it is to get rid of the letter’d flooded tokens and the rest go away.

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Hoepfully the next theme will be a little more clear on what the various types are.

2006-02-20

Wordplay

Filed under: Programming,Technology — Tags: , , — D. Moonfire @ 16:18

For my mate’s class, she has to create a small flash game and a website to go with it. It took me a while to figure out my feelings on this, mainly because I’ve been trying to finish a computer game for about 24 years now, ever since I started to learn how to program when I was 6. My dad and I started a rouge-like game, but we never really got far into it. Ever since then, I’ve started a few games (like Dragon’s Life), but never finished them.

Naturally, I bemoaned the lack of game writing that I’ve done for almost two decades now. Then, my wife had to write a game in six weeks. I realized that if she succeeded before me, it would bother me. I’m not prone to jealousy, but I would be afraid that if she did, I would be. So, she told me to just write a computer game before her and not worry about it.

So, I started five days ago. It was a game based on Popcap’s Bookworm, but it had some features that I thought were more important and a few things that weren’t so important. After this weekend, I have a basic game written. It handles scoring, letter completion, actual dictionary lookup and everything the Bookworm game had, except for polish, sound effects, and stages. I chose to handle the increasing difficulty in a much different manner.

The first screenshot is from when the game starts. All the graphics in the game are SVG files (done in inkscape) and rendered for the window size mostly dynamically. In the second shot, there is a starting game. The main parts are the letters and the red sphere. If you don’t remove the letter underneath the red (burning) one, it destroys it and moves everything down.

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To play the game, you click on the letters that spell a word and then click again on the last one. If it is a valid word, it removes the tiles, adds it to the score, and puts new ones on top. There is a little animation code in there to make it look like it’s moving.

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If you don’t remove the tile underneath the burning one, then it eats it.

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If you can’t figure out a word, you can shuffle the board. This adds one additional burning token, but does not change the token type. This means if you shuffle when a burning on the bottom, you’re probably screwed. Each additional time, it adds one additional burning token, so two more the second time, three more on the third, etc. This helps create a situation where you will lose eventually, which is the point.

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The game ends when you fail to remove a burning tile on the bottom.

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I’m surprised it took so little effort to make, but I struggled with a couple sprite concepts. I wrote the Moonfire Demos for SDL.NET, of course, but Gtk# has a different “style” of development when it comes to doing sprite animation.

At this point, I really have “polish” left for the game. I have a list of about thirty things I want to do to bring the game to the point where I feel it is done, but at this point, it is a game. It has all the components of a game and the rest is just “nifty.”

I also feel pretty good about it.

2006-02-15

Balance Editor Work

Filed under: Programming — Tags: — D. Moonfire @ 17:32

Worked on the Balance Editor last night, got a lot of things working nicely. The main part is I broke apart the editor screen for containers and made it actually look good and run better. It also make it a little easier to understand. I’m not done, of course, still have metrics, but I did finish up the extending templates code so it actually calculates humans.

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Overall, things are moving very nicely on the progress and I think I should be in good shape by the end of next week. It’s almost up to the point where it can be used for character creation again.

xsp, mod-mono, log4net

Filed under: Technology — Tags: , — D. Moonfire @ 01:11

A lot has happened today, so I have to write all about it. I actually got xsp 1.1.13-1 and mod-mono 1.1.13-1 uploaded for inclusion into sid. Salz and meebey mentioned I should start the New Maintainer process for Debian. Very nice little ego boost for the middle of the day.

I also was working on liblog4net-cil for Debian next. It should be a fairly fast process, since it has been stable, I just have to clean out the (other people’s) bugs and it will be ready. Good thing I’ve been using it for eight months now, which means its pretty stable for me.

Combat Revamping

Filed under: Games — Tags: — D. Moonfire @ 00:35

The last week or so, I’ve been talking about changing the combat system for Balance a little. From the three people involved with that part of the game, it seems like we are going to actually try both proposals (hits verses hit points and continual combat). Now, the trick is to get everything properly balanced and organized (such as flow of combat).

OpenGL Widgets

Filed under: Programming — D. Moonfire @ 00:28

The idea of OpenGL widgets has always appealed to me. The main reason is consolidating on a single method for drawing and the fact that I could finally get true alpha-channel images. Back when I was trying to do Enlightenment themes, for the contest that never happened, I felt that it would look better if I could get the snow to actually look good instead of hard ice on the window borders. Of course, at the time (1999), that wasn’t possible.

So, I’ve been occasionally paying attention to those attempts to make an OpenGL widget set. There was Berlin, which I thought had potential, but it never seemed to go anywhere. And with the Xgl that came out, there is a chance they could get something very close (not unlike the composite manager) that would work. I tried to do something with my UTTIL library and eventually the gtk-trans (transparent/translucent Gtk theme), but it sputtered with my lack of understanding of garbage cleanup. On the other hand, having translucent skinned buttons and windows in 1999 was cool.

Of course, I haven’t done much with widgets since the little library for SDL.NET that never went anywhere. So, I don’t know the complexity, but I do know that if it requires yet another library, there will be a war. I also wish that the Qt and Gtk worlds would work together. Even if it was just a common widget language that called either/or without all those annoying “my widgets are better” type of argument.

So, the idea of an OpenGL widget set or base for Gtk (or anything) will be something I will pay attention to. It holds that promise of things I’m “interested” in in the future.

50 DVD’s in 40 Minutes

Filed under: Uncategorized — D. Moonfire @ 00:21

No, it isn’t about ripping them. My local Suncoast is liquidating because of Chapter 11 and that means they are getting rid of inventory. So, the local place is selling anime DVD’s for rather cheap, about 40% off at the moment. So, naturally, I couldn’t resist purchasing a few. I got 50 DVD’s for an average price of $14.58. Not bad for a couple hundred.

On the other hand, it is sad seeing one of my favorite businesses shutting down. Apparently, this one was “underperforming” which is even more sad since, as far as I can tell, I’ve spent around $15,000 over the last five years there. So, this is both a blessing and a curse.

2006-02-10

Characters are hard

Filed under: Programming — Tags: — D. Moonfire @ 15:36

You wouldn’t think so, when you look at the character sheet for Balance, but when you actually try to implement it, it is really hard. Each character or template (called a container in code) has zero or more metrics at a certain amount of points. That, in itself, is rather easy to implement. Each metric may also have a set, which is the metric with various multipliers or a focus. The way I’ve implemented it, you can have both, but they are centralized to make it easier to search. Before, you could have three focused History, but it was really hard to find. This new way makes it easier, but harder to code.

It also leads to really scary looking screen:

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Of course, I’m trying to combine four screens from Eclectic into a single one that selectively enables or disables parts. I’m sure it will take a few tries before I get it right, but at least it is starting to be fleshed out. The code, though, is nasty and I’m not proud of its lack of elegance.

2006-02-06

GenCon

Filed under: Uncategorized — Tags: — D. Moonfire @ 20:37

Well, I just got me and my mate registered to GenCon. This will be the second year that I will be going, but I had a lot of fun the last time. In fact, I got a publisher interested in Wind, Bear, and Moon there, so I’m really excited. Of course, this year, I’m not planning on getting a book published, but I still will probably doing the writing seminar circuit.

Unfortunately, Moonfire Games (Balance specifically) won’t be ready for GenCon this year. If I do have something, it will be a pick-up game more than anything else. However, I found the pick-up games to be really group-based, like people just moved their gaming group to GenCon for the weekend.

If people are interested in seeing Balance in play, or just meeting, just comment and I’ll find a place to show up.

More work on the editor

Filed under: Programming — Tags: — D. Moonfire @ 14:07

I know the editor is a strange thing to focus on, but it really makes the nit-picky details easier to work on. Last night, I was working on more features of the editor, trying to get it up to the level of Eclectic and beyond. I got a bunch of things of my TODO list and even started on the character/template editor which is the first feature beyond Eclectic. Of course, I still can’t edit actions, metric tables, and metric multipliers.

This first screen is a module index. This actually build up the pages from memory, using MfGames.Template, which is cool.

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If you click on the “Edit Summary” button, it goes to a Gtk editor page, even though the display is using the Gecko engine. I know that seems rather simple, but I just love the flexibility to catch link requests and do something entire different. Of course, if you switch back and forth, I had to recreate the Gecko.WebControl because it doesn’t like to be hidden.

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The skill listing is much of the same thing. It has two edit screens. The summary gives you the basic stuff while the full editor (from my MfGames.MfGtk library) is a fairly full-featured XML editor that I’m pretty damn proud of.

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Overall, the progress is going nicely, If things work out, I’ll have the prior editor functionality done by the end of the week. Next week, I’ll get the ODF subsitutation stuff working properly which lets me regenerate the game system.

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