Monthly Archives: January 2010

Nicholas: “Unity’s syntax is seriously so hard to remember compared to Game Maker’s!”

9:07:20 AM Nicholas: “Unity’s syntax is seriously so hard to remember compared to Game Maker’s!”
9:07:27 AM Nicholas: have you considered
9:07:33 AM Nicholas: that you may just be more used to Game Maker’s?
7:57:58 PM me: Naw, Unity’s is more complicated in general.
7:58:13 PM Nicholas: well all right then
7:58:26 PM me: Variables belong to scripts, rather than objects!
7:59:06 PM me: So you have to do GetObjectByName(“Elephant”).GetAScript(“Move”).speed
7:59:12 PM me: Instead of Elephant.speed
7:59:24 PM me: (Those are not actually the names of the functions)
7:59:30 PM Nicholas: currrious
7:59:34 PM me: (*Because I do not remember the names of the functions*)
7:59:43 PM Nicholas: Because it’s more complicated than GameMaker!
7:59:48 PM me: Precisely!
7:59:48 PM Nicholas: gammachre
7:59:59 PM Nicholas: gomhorker
8:02:07 PM me: those are the correct pronunciations
8:02:28 PM Nicholas: gzzzzhlllkhz Continue reading

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1-31

I hacked an ‘affected by gravity’ flag into Box2d.XNA so that my bullets could fire slow and not fall to the ground. They are supposed to be energy weapons, or something. I also hacked in a way to pass a parameter to an entity’s OnSpawned event, and then I removed it, because I found a [...] Continue reading

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I actually made progress on Hammertime! What the heck? I’ve also figured out a good mission…

I actually made progress on Hammertime! What the heck?

I’ve also figured out a good mission statement: “a bit of Unity syntax for Game Maker refugees”. Unity’s syntax is seriously so hard to remember compared to Game Maker’s!

hee hee this m… Continue reading

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Isometric Sim Tower

The title says it all, really. An isometric remake of Sim Tower, the Maxis game from 1994. I know that various people have made attempts to do a straight remake of the original game, and I know there’s at least two attempts that are currently “active”. HighRise Developer seems to be the [...] Continue reading

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Game Engine Redux: Sim Mine

Sim Mine is a game where you build a small, old west style mining town from the ground up. The original version was created around September 2007, as was basically a flat 2d style game, with terrible, small graphics.
Additionally, the coding turned into a horrible mess and it got to the point where adding [...] Continue reading

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1-30

There were some nasty bugs lurking in my code base. But they are gone now. My entity component model is becoming very complex. But, my scripting works great. I don’t think I can explain one without the other. Unfortunately for you, this means I won’t be explaining any of it.
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Back to game devving

Yes! I am back! I haven’t been away for long, 3 days is not much but if you consider the entire week before announcing the break in which I wrote less than 100 lines of code then I have rested considerably. Taking time off and looking at things from an… Continue reading

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Meanwhile, school started so I don’t have as much free time as before, but I’ll be…

Meanwhile, school started so I don’t have as much free time as before, but I’ll be trying to go through Unity’s platformer tutorial (I need to know what kind of functionality Unity has if I want to expose it or avoid duplicating it!) and maybe make a game at the same time as the game jam (which I didn’t attend (laaame) because nobody I knew was attending).

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It’s done! It’s exactly the same as in the previous…

It’s done! It’s exactly the same as in the previous post down there, but now it looks nice at 256 or 128 (oh hey) or 32 or 16 pixel sizes. That took forever because DrawIt is the buggiest thing in the Universe.

If you couldn’t tell, it’s the now-retired hammer from Game Maker! I know I’m not the only one who’s not fond of the new gear doohickey (even though the hammer itself wasn’t actually that great).

Anyway, what the heck is Hammertime? I don’t know yet!

What I do know is that when making two-hour (lol) games in Unity, I can’t do exactly what I have in mind because I’m too lazy to remember the syntax for key gamemaking technologies like collision and input.

Hammertime is an attempt at fixing those two things. When I want to make something happen when two things collide, I want to be able to do it like this (*snap*)! The same goes for when I want to make the game use arrow keys and spacebar, and maybe other keys, but I usually only use arrow keys and spacebar.

I dunno what I want to do in addition to collision and input. Maybe those two are enough?

Anyway, that’s my whining/vaporware announcement! I know I’m going to do something about collision and input, because they’re too bothersome to ignore; I dunno if I’m going to do anything else, because those two are sufficient for so much stuff themselves.

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1-29

Continuous refinement. Next up – firing projectiles. Then the player will be able to jump around AND shoot things. But, this is no easy task. It requires a dozen or so little things that must all work, such as spawning entities, moving them with fast velocity with no tunneling, detecting when they hit something, and [...] Continue reading

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5 awkward and 5 awesome things about lua …

Hey,
I’ve been spending some time checking out lua, because I’m thinking about using it for scripting in games.  I’m looking at it instead of tinypy because tinypy is slow and really needs some more TLC to be totally useful to me.  However, after looking at lua for a while, I’m finding the things that make [...] Continue reading

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Get Ready for Galcon Fusion – for PC / Mac / Linux!

Introducing Galcon Fusion, the long-awaited update to desktop Galcon! Now with improved HD graphics, a full soundtrack, and a variety of exciting new multi-player modes! Galcon Fusion is set to launch February 11 on Steam and on our website for PC / Mac / Linux.
Check out the trailer!
- Phil & Nanno

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Galcon Fusion announced – Finally!

Hey,
So, I’m finally announcing Galcon Fusion to the world.  Fusion is a port of iPhone Galcon + Galcon Labs to the desktop.  This time with hi-def graphics and a full interactive soundtrack.  It’s going to be coming to Steam and direct on my website on Feb. 11.  Users who supported me when I was first starting [...] Continue reading

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Smiles HD for iPad

I’m sure this will surprise no one, but yes I’ll be releasing Smiles HD for iPad.
The iPad port will be based on my current Smiles code running on Netbooks and some Windows Mobile devices (Samsung Omnia II), but I’m in the process of adding several more enhancements on top of that. I’ll dive in [...] Continue reading

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Daily Sketch #13: Crocatoan



This is called a Crocatoan. It’s a tribe of crocodile people who live, of course, in a swamp. I don’t know that they would particularly wear stretch pants as portrayed here, but I tend to just whip out drawings without a lot of thinking. The artist can give better details when the time comes, right? Continue reading

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1-28

Four solid hours of effort, and I restructured the entire project. It’s much better now, and my scripts are written in C#, using coroutines. More on that later, maybe. There is a problem with platforms – the player does not stick to them! That is, if they are standing on them, and the platform moves, [...] Continue reading

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I think this is going pretty well! Can you tell what it is yet?…

I think this is going pretty well! Can you tell what it is yet? (Yes, there’s the “Stop. Hammer Time.” aspect, but there’s another aspect.) Continue reading

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Day 19: New main character

I was thinking that the worms are kinda boring looking and make the game feel like an exact Liero-copy, which it doesn’t have to be, and probably won’t be. So I’m making it a MoleZ clone instead! Just kidding, but I did draw a new player character sprite that’s a mole. I kinda like it, [...] Continue reading

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Taking a break from Game Dev

Yeah… Like the title says I decided to finally take a break. The reason behind this is that mind have become saturated from thinking about how to integrate new parts, about what to do with my engine etc. I won’t, however, take a break from programmin… Continue reading

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Day 18: Collision woes.

Well, I decided to ditch Box2D for this project. I could had probably made it work somewhat, but it’s probably a bad idea to try and vectorize a pixel based map like that. What I’m still pondering about is if the game would work better or at least as well with completely vector based levels. [...] Continue reading

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