Half-Bit Software

Weekly Update: 4-5-2015

This week was pretty slow. Most of it was spent fiddling and playing around with luxe and trying different things out. It’s going pretty well, and - hilariously enough - my first sample projects are rebuilding old stuff. I’m starting with bullet heck.

Not really pictured, here, are a few of the things I’m still wrapping my head around. Input works pretty well with just the keyboard, but it might take a bit of effort to get playing nicely on mobile. The mothership-esque thing also rotates to face the player, which is neat.

The good news with all of this fiddling is that I think I’ll be ready in two weeks (yikes) for the next Ludum Dare. I’m getting pretty excited!

The other thing I did was play with a few more generators for wallomatic and try to re-integrate the blurring stuff. I found some information about how to do a good blur, so I can at least tell if I’m getting the ‘right’ answer. Still not sure it’ll ship with blur, but at least I’ve got one problem knocked out. Basically, computer blur is dumb, and you’ll end up with black bands, rather than the averaged color. Obviously, this is bad if you want something to look good.

Weekly Update: 3-29-2015

This week I did…stuff? Ostensibly? Mostly just playing around with the pattern wallpaper thing. So far it really doesn’t work very well at all, which is a bit disappointing. The dials and knobs are too fiddly, and I’m not getting results I like, so it’s not looking good for this stupid thing.

Same deal with blur on wallomatic, actually. It’s…good, occasionally? And other times it’s just kind of a blurry mess (obviously) that hurts my eyes. I wanted something, oddly enough, with a lot of banding, but it isn’t really working out very well. Will try twiddling a bit more before giving that feature a swift kick in the teeth.

Which is kind of a funny side-issue on its own. It works pretty well on a few of them, all the time, but a lot of them it just really doesn’t jive. Is it better to not have it at all if it mostly sucks? That’s what I’d think, but what do I know?

Work continues, slowly but surely, on Bullet Heck. I’m doing some of the Game Center nonsense right now, filling out leaderboards and achievements, because every game needs ‘cheevos! I think a lot of the features are pretty much done, until they’re, uh, not. Welcome to gamedev!

Lastly, I’m still playing around with luxe engine/snowkit/whatever the hell. Still neat, and trying to wrap my head around components and entities and how to get everything to be aware of each other and play nice. The list of “things I need to make a game” is probably shorter than I think, and it’s really only the hard things that I need to get worked out.

Weekly Update: 3-22-2015

This was a bit of a slow week. I’m still learning about haxe, snowkit, luxe, the works, so there’s not much to show for my efforts (so far). It’s a bit odd, jumping into a completely alien thing, but I’ll get competent sooner or later. Hopefully sooner - Ludum Dare’s right around the corner.

I also did a bit of fiddling with the wallpaper generators, and finally got around to starting an idea I’ve been kicking around. Wallomatic’s kinda cool because it’s simple and geometric and reasonably non-offensive, but there’s no real art or style to it. It occurred to me that using some simple textures and patterns, tinted, could be kind of a cool project, too, so I’m putting together something that’ll basically do that.

I’m happy enough with the wallomatic UI to pretty much bring the whole thing over. I’m tempted to redo the save button and maybe have some different options. A share thing might be neat - you get to save a wallpaper without the annoying dialog if you also share it to facebook or twitter or something.

Short week, busy week! Yikes. Tired of having colds all the time.

Weekly Update: 3-15-2015

This week was spent partially hating on SpriteKit and partially loving Fastlane. The latter is awesome. The former makes me sad. Bullet Heck was built in SpriteKit, and it’ll probably be my last project built with it, too. Moving on.

Research into snowkit and haxe continues. I’m really liking it, and plan on having some kind of prototype-y thing built before too long. I don’t want to use it for the next Ludum Dare (at least, not before I’ve got a bit more experience using it) but it might be fun to see what I can cobble together.

Spent a bit of time working with those fastlane tools, though, building up screenshot scripts and getting things in line for inevitable, neglected app updates. Pixatronic ought to get some better stuff at some point, and Panic Attack needs to get iPhone 6/6+ support someday.

Er. Suppose The Dungeon deserves all that, too, right? Yikes.

Weekly Update: 3-8-2015

This week was another brisk one. I spent a bit of time hammering at the asteroids in Bullet Heck to make them a bit more sensible and a bit more game-y. Just having a constant, endless wave of asteroids is a bit exhausting so I’m setting them up to do occasional bursts based on the asteroid density of that particular wave.

I also did a bit of work on Wallomatic this week, adding a neat blur filter toggle. I’m always leery about adding twiddlers and settings, but this one feels like a keeper. It was all pretty much inspired by how OS X blurs your wallpaper at the login prompt, so I have Apple to thank! Yay.

I’m still kinda thumping away at learning luxeengine/snowkit and that whole constellation of rad stuff. There’s an Art/Code night this Thursday that I’m hoping to have something playable and pokable, but we’ll see how it goes. There’s not that much stuff to build, but I’ve got kind of a busy week ahead of me.

Pilot Pen Nib Swaperoo

Ages ago, I had a post about pens! (Hah. Post. Pens. Moving on.) I had two surprises from that, revolving around the Pilot pens - specifically, the Metropolitan and the Penmanship. One’s a fairly classic black, with pretty great weight to it, and the other is this odd clear plastic thing with grip-ridges and an odd cap.

They’re both pretty good pens, and especially at their prices, but I was always disappointed with how thick the Fine nib was in the Metropolitan. I like to put down a really, really thin line because my writing is cramped and my handwriting isn’t all that neat. Thin means I get to be a bit sloppy, so between the two pens, the Penmanship really won out.

That was pretty much the end of it until a week or two ago, when I started looking into nibs. Why couldn’t I put an EF into the Metro? Turns out, there was nothing but fear stopping me - and another Penmanship. I didn’t even bother searching, though knew that you could yank it out of a Penmanship and do a swap that way. Which, actually, is exactly what I did.

Here’s the shoot-the-Cacodemon-until-it-dies tip: wrap the nib and feed (the black thing with ridges) in tape to yank it out. I used packing tape, because the nib only extends about halfway down. Yep, just wrap that thing and give ‘er a tug. Be careful and gentle when unwrapping, repeat, then discover that the nibs just kinda fit into place. Sliding it back on was pretty straightforward too, and just took a little bit of force.

This is filed under “lol who cares” to just about everyone, but damn, I’m happy with this pen now. Dang, I never did end up doing that post about ink, did I? Spoiler alert: I put Montblanc Blue/Black ink in there. Puts down this really nice darkish-gray line. It was my go-to black before I got this other ink, but that’s for another post!

Weekly Update: 3-1-2015

This week, I did a bit more work on both Bullet Heck and my luxe evaluation. I was a little bummed out by the wiimote not being a good controller for luxe’s gamepad support, but I’ve got some spare 360 controllers that seem to do great. When I carve out the time I’m going to try to do a kind of physics-based arena Marble Madness kind of…thing. It’s still pretty nebulous but I think I’ve got enough of a hook that I should be able to fake something up.

There was a game demo event thing on Monday that went pretty well. Got a lot of stuff done on Bullet Heck just before, mostly adding text and story snippets. I also managed to fix a long-standing annoyance with the way controls worked. They’ve been kinda stupid and broken for awhile so it feels really good to get them in a confident state.

That was pretty much this week. Someday I’ll be done, though I’m a bit terrified to write out the full and complete ship-task-list. Those are usually pretty disheartening experiences. Don’t forget - when your game’s mechanics are done, you’re nowhere near done!

Weekly Update: 2-22-2015

This week went by in a flash, and not a whole lot got done! Er. Crap. That’s, uh, precisely the opposite of what I should be saying, huh?

It’s true, though! I was sick through most of the week, and Bullet Heck is starting to wind down in terms of features. There are still a few bugs left to squash, and some rough edges to polish, and - oh. Game Center, Leaderboards, score reporting, blech. Monetization, too, I guess. This is one of the problems with making stuff - even when you’re done, you’re not really done-done.

I guess the thing I poked at more this week was evaluating new environments. I’ve been looking a ton at luxe and snõwkit because of Jonathan Hirz, a cool dude I know on Twitter. (That had too many links. I’ll stop now, I swear.) It’s cross-platform, which is something I’ve wanted to be able to support for awhile. Looks like pushing out builds for gamejams and stuff is way more doable with this, too. It’s early days, but people seem happy with it.

The tricky part now is figuring out which silly prototype idea ought to be dusted off to get built in this thing.

I still really want to make a more general, non-generative version of Pixatronic at some point but I’m not really a pixel artist, so I don’t know if I’m the best to judge whether it’s useful or not. I have a few ideas on how to make it not suck, but I’ve had a lot of apathy towards that whole dumb thing - which is sad! I’m actually still pretty proud of how the canvas was all put together, code-wise. (Maybe that’s all rose-colored glasses, or something.)

I need clones or interns or something. Sheesh.

Weekly Update: 2-15-2015

This week started out strong with a fairly productive Art/Code night hosted by a local gamedev meetup group. I twiddled a bit on a traditional pixel editor for iOS, a procedural hero generator thingie, and finished it off with more tweaks and work on Bullet Heck.

Bullet Heck might be mechanics-complete at this point. The asteroid stages turned out pretty fun, and they add a lot of chaos that isn’t necessarily detrimental to the player. Still to be done is tweaking parameters with all of that stuff, which is what I’m planning on doing for the next week or so. Still doing general polish/bugfixes/rough-edge-sanding, which happens, uh, forever. Just ask anyone.

Taking a first stab at a silly little bit of story/flavor text at game-start, too. Should be sorta mad-libs-y with a bit of humor.

I probably need to spend a bit of time redoing sounds, too. They’re kind of a mess, and just kinda not good. Jumbled, unclear, nondistinct.

Oh, I twiddled a bit on a new wallpaper idea, too, something plaid-ish or Tartan-esque. Not quite done yet, but it looks kinda neat. Not eye-searing, at least.

Periodic Update: 2-8-2015

This week I started digging into Unity’s massive tutorial-o-rama. Cripes, you people loves you some videos, huh? Not a single text/picture intro tutorial in sight.

Most of the effort’s been focused on getting Bullet Heck done and fun. I added a new, silly gameplay mechanic this week that’s already cracking me up. Asteroids can fly in and ruin people’s day now, including the aliens. Should be pretty fun.

Informal playtest feedback has been pretty helpful, too. I’m liking Apple’s new TestFlight stuff. Seems like I don’t have to hound or hassle testers to get feedback these days, which is a pleasant surprise.

Lastly, I started noodling and writing down ideas for the Next Big Scary Thing. I don’t know what I want to build it in, and I don’t really know how I’m gonna do it, but I’m hoping to get that more nailed down in the coming weeks. We’ll see how it goes. It’s sort of procedural-ish and roguelike-y without being explicitly part of either faction.

Short update, I know - I’m still fighting stupid colds and have been majorly low on energy. Tis the season, I guess.