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Crawling with ideas


Posted by , in cardboard, silly, Uncategorized, Electronics, Programming, swift, arduino 28 November 2014 - - - - - - · 590 views
electronics, programming, swift and 3 more...
Welcome back!

Last time I have created a software for communicating with my Arduino using HC-05 bluetooth module. Now that I have had that prepared, it was time to do some serious work. It was time to create the robotic arm itself!

Now, I have never done any robots before, so I didn't knew where to start. I've looked at some instructables and saw simple, 3D printed robotic arms. They seemed sensible, but I haven't used CAD software in ages, and I didn't have access to 3D printer anyways, as I currently am staying couple hundred kilometers away from my hackerspace (and haven't yet decided to buy my own 3D printer). I could have done some blind design and just print it out when I would be in Warsaw, but I wanted the robot NOW. So, after looking at the room for scavengable materials, I have decided to take some old box that was lying under table and make robot out of cardboard Posted Image

First I needed a base on which the whole arm would be rotating. I've cut out a small square of cardboard, and in it made a small hole that would hold the base servo:

Posted Image

Now that the first step has been made, it was easier to follow it up. I took a second servo - the one that would be used for angling the main arm, wrapped it in cardboard, and prepared it to put on top of the previous servo via liberal application of scotch tape Posted Image

Posted Image

I have repeated the process twice for main and secondary arm, and it was ready, the CARDBOARD BOT OF DOOM appeared before me:

Posted Image

Now all that was left was testing it. I've tried using it, but the SG92R servos have insane torque for something so small, and the whole robot was flailing around whenever I tried rotating the arm. Again I scanned my surroundings for something to help me, and I found stack of CD-Rs and some small plastic box. I've applied scotch tape yet again, and here is the result:

Next I'll be working in some CAD, probably solvespace or openscad, and try to create something looking bit more professional, hopefully also bit more durable.

Till then, bye!

Ahh! What a fine day, for SCIENCE!

Posted by , in Electronics, swift, arduino 27 November 2014 - - - - - - · 571 views
electronics, swift, arduino
Hello there, journal, long time no see.

As always, I've been busy. Currently doing full time job, running four projects alongside, studying bioinformatics and raising a kid Posted Image

After re-watching Dexter's Laboratory, I felt urge to go back to electronics for a bit. I may not have lab hidden behind bookshelf, but I could do SOMETHING, right? Obviously, after not touching electronics in ages, I barely recalled what's what. First job, as usual, was to make an LED light up. Then I've adde a button that would make the LED light up only when pressed. And then I went into the think tank.

Ever since I was a kid, growing up watching movies, shows and reading books about AI, malicious or otherwise, I was fascinated by it. One of my first projects ever was to write AI in BASIC. Obviously, I was just a kid, and had no idea what I was doing, but seeing 'HELLO, MANTIS' on my old, amber monitor made me really proud. I wanted to create a virtual buddy, a computer which would be my assistant as we discover things for SCIENCE!.

So, what is my project? I want to connect my virtual creations, with reality. The start will be creating camera on a remotely controlled arm. Camera shall be processing images and, depending on software I write, react to them in certain ways. Hell, maybe it'll just HELLO, <INSERT FACE HERE>. That would be nice evolution of what I started all those years ago.

How do I go on with this project? I'll be using Arduino UNO for prototyping, but later I'll probably just etch my own one. My awesome creation will look sort of like this (who needs CAD when you have Paint?):

Posted Image
There will be three to five servos: One to rotate the base, one to angle the base arm, one to angle second arm (second arm is optional), one to rotate camera so that it's level no matter the angle of base arm, and one to rotate the camera around the forward axis - its roll (optional as well). That's the positioning platform. There will be camera attached to the arm, that'll be connected to a processing computer (most likely some kind of rasPi). Computer will recognise the data, and send servo positions to the Arduino.

But how do I send the data? At first, I thought about using nLF24L01 wireless modules to connect between computer and the robot. But that required to create my own wireless dongle to connect to the PC. So I decided to go with WiFi. It would be good to have possibility to connect everything in the lab in a network. But first, I wanted to check out another way of controlling it - via bluetooth. First, I needed to learn how to communicate with bluetooth.

So, first subproject: turn an LED on and off remotely. I have connected HC-05 module to Arduino. The code on the remote side was simple:
#include <SoftwareSerial.h>

SoftwareSerial bluetoothSerial(10, 11);

bool ledState = false;

void setup() {
  // serials
  // ledpin
  pinMode(13, OUTPUT);

void loop() {
    int c = bluetoothSerial.read();
    if (c == 0)
      ledState = !ledState;

void setLEDState() {
      if (ledState) {
        digitalWrite(13, HIGH);
      } else {
        digitalWrite(13, LOW);
      Serial.println("State switched");
However, code on the server side gave me troubles. At first, I had to choose the platform I'd be using to control my robot from. Since I was using Bluetooth, at first I thought about creating app for iOS, alas, even though my laptop was detecting the bluetooth module, the iPhone didn't. It turns out that HC-05 is SPP Bluetooth, and iPhone only connects to BLE bluetooth signals. Which means that I was going to need to write software for OS X.

I've decided that it was a good time to polish my Swift skills in a real world project. Using IOBluetooth framework, I've written a simple communications tool. Well, by 'simple', I mean 'it took me wayyy longer than I expected'. I have some problems with interoperability with Objective-C methods, especially with UnsafeMutablePointer<> area, but eventually I've figured it out. So, currently I'm sending an integer from my control project via bluetooth, and when the Arduino receives that integer, it switches the state of LED on pin 13.

Here's a picture of assembled, working circuit:

Posted Image

What's my next goal? Well, I want to have at least couple servos. At first I wanted just to send tuples of [servoID,servoPosition], but then I thought that I may want to add some other things (HD44780 LCD, maybe some LEDs to indicate resonses in real life) to the robot. That would require protocol that is bit more complex, if I want to keep it upgradeable. So, I'll be working on to Arduino that controls couple LEDs, data that controls how long each led should blink. That would basically be the tuple solution. If/when I'll get that working, I'll try sending more data alongside.

See you around!

Rapid Game Prototyping

Posted by , 31 July 2014 - - - - - - · 939 views
programming, iphone, klak and 1 more...
Journal stuff:

And back to coding again. As always, quick summary of what has happened recently: I've changed job, moved out from my city, and now I have the luxury of remote work from a house in a village. I'm coding, leaning back in a deck chair and listening to the trees (Ok, that's not necessarily true - right now I'm listening to Pink Floyd. But bear with me here), the kid is playing in the grass and I'm enjoying myself greatly.

I've done some work on the GAMIFICATOR. I've progressed it to what one would call early beta, and gave it to my friends to test out. I've received list of things they wanted to be improved upon, and lemme tell you - the list is big ;). Thirty features/change requests. Maybe it doesn't sound that much, but for a project I wanted to do over a weekend, it's a surprising amount of work. What I was happy about however was that they were positive about the app in general. So yay, go me I guess.

The galaxy generator was stuck on a back burner due to simple thing - I got annoyed at not being able to figure out easy frost line calculator for a solar system, and couldn't figure out where my planets with life would be. May not sound like much, but it got me annoyed and I paused the work on the project. Between that and moving/getting new job, I've halted my home development for three months or so. Time to get back in!



As the project progresses, the build HERE (click me) will be updating with more stuff. Click on button to start a mode, press Escape to exit back to main menu.

Ok, so what's this new awesome project? Back when I was working in games industry in Hamburg, I befriended a great designer, and we spent plenty days with couple beers, pens and notepads, jotting down ideas for games - especially games for iPhone which back then was a new and exciting platform. Utilising things like tilt sensor and touch screen seemed great for new games. Unfortunately, the company in which we were working crashed and we were separated, but the ideas stuck in my mind and from time to time I've pondered working on them.

One of those ideas we codenamed 'Klak', an onomatopoeia for piece of wood hitting another piece of wood. It was supposed to be a logic game based around the principles of Q*Bert:

Basically, the Q*bert is a really simple game. Change the colour of the blocks by jumping on them, till all of them are the colour you require. We thought about making it less of a direct clone, more a game inspired by this, Marble Madness, and maybe Sokoban. It was supposed to be a game in which you tilt the screen to move around a rotating tile to go through puzzle-levels. You'd start with really simple 'clean this area', and then switches, crumbling floor blocks, and other ways to make game interesting would appear.

Hope I didn't scare you off with this longish introduction. The idea I think really had chance (still has?), but I'm not sure if all of that is necessary for iOS game. Recently there has been trend for 'quick restart', as I call them, games: Flappy Bird, Timberman, Robot Unicorn Attack, Super Meat Boy and others. Games that you can turn on at any moment, play for couple seconds, and then put away. I totally see their appeal (having played them extensively. damn you, games!), and wondered if I could make a game like that.

So, how do I turn a puzzle game into rapid restarting arcade-y one? Long story short: No idea. I have however been religiously following Extra Credits. One of the things they said stuck: FAIL FASTER. Make a prototype as early on as you can, check what you see, ditch what sucks, keep what is good, iterate. And so I have. First up was the camera:

Posted Image

Original idea for the game for camera to be 3D, slightly from the side,but I also thought that maybe top-down view would be good. So I wrote a quick test of camera/controls in Unity, and what do you know - people liked top down view better.

Ok, easy part done. Now what?

How to translate the game to something quick and fun? I grabbed couple beers, sat down with my girlfriend, and as we sat and looked at the sunset, we wrote down what popped into our heads. So, we came down with ten possible ways the game idea could be translated into mechanics. So, here they are:


Tile: player controlled block. It's a 1x1x0.2 sized, rotates around one of its edges.
Block: basic building piece of a map
Dirty block: block that is not neutral colour, needs to be changed
Clean block: neutral block, you want all your block to be this colour.

  • Standard game: rectangular game area, all blocks start clean except for one. Then, every X seconds (getting smaller every time), a new 'dirty' block appears. You have to keep cleaning as fast as possible before all board is covered in dirt.
  • Exploding dirt: area, which you can fall off from. As with standard game, dirt appears, though after not being cleaned for some Y time, it explodes, leaving a hole into which you can fall. You have to survive on the board as long as possible.
  • Electric fences: One dirt at a time appears, every X time a row or column of blocks is 'electrified'. If you touch it, you lose. Amount and speed of appearing of electric fences increases as the game progresses.
  • Holes: Holes or trap doors appear, you have to stay on the board.
  • Snake: Normal board, but your speed increases, you can fall off the board.
  • Simon says: Dirt appears in certain colours, and you have to clear it in order given by game. The amount of dirt you have to clear increases every time.
  • Bejeweled: Moving over dirt doesn't clean it, but changes its colour to next one in cycle. connect 3 or more in the same colour to clean.
  • Sponge tile: Dirt blocks are in fact leaking water. You have to gather the water and move your tile to 'drain' area every time you're full
  • Rubbing the dirt: like standard game, but instead of tile you just use your fingers
  • Programmed levels: What we started with. Full puzzle mode. Maybe it's worth it.
Not all of them are great, hell, probably not all of them are playable, but they're supposed to give me something to play with and get a feeling for the game before final design.

Implementation and conclusions:

So far, yesterday I have implemented the first game mode:

Posted Image

I feel that it is not good at all, there's no real incentive to play, you can't lose fast, and when the tiles start appearing fast there's nothing really you can do. This however gave me plenty insight towards next builds. I have also realised that in the second game player can go forever just by bouncing between two tiles and preventing them from ever exploding. So already that's a good thing to know.

I have written the code so that I can reuse as much as possible, but since I still was just starting, I didn't know all the parts I would need. In second game I'll correct my library to be even more reusable.

Well, that's it for now. Maybe it doesn't sound great, but I'm really happy with where I am, especially with the fact that thanks to this approach I'm not digging myself into a hole with shitty game. Sure it hurts to realise that my ideas are crappy, but this helps me steer towards the awesome game at the end.

See you around!

World in 7 days, Days 2, 3 and 4: Stars and planetary systems

Posted by , in worldin7days 27 February 2014 - - - - - - · 773 views
worldin7days, programming, unity and 2 more...
I haven't updated in long time but this doesn't mean I haven't worked. In fact, I am splitting my work hours between this project and GAMIFICATOR™ ;) and I'm now on day 4 of making world.

Currently my galaxy can hold up to 5.4 * 10^13 stars (that's a lot). You can check out the most current version HERE (click me), the seed is set so no voice-created universes for you. The interface is clunky, sometimes it gets stuck (reload if that happens), and sometimes it generates gas giants next to the sun, with couple dozen earth sizes in diameter, and a fraction of its mass. But we're not here to nitpick, are we? We're here to generate UNIVERSES Posted Image.

So, let's do a writeup of what has happened so far (with sprinkle of pretty pictures):

What I had previously was looking pretty, but ultimately doomed to fail, as it had no level of detail progression. Which means I was limited by the amount of stars in the galaxy. Bad thing. I've started working on it, and had some pretty funky results:

Posted Image

Finally I have created really nifty looking galaxy:

Posted Image

That's more like it, but still not good enough. I needed to walk away from prettyfying, and move back towards optimisation, to allow the amount of stars that I wanted (granted, this galaxy would be more than enough for what one person can experience). So I've started implementing octree. It took me majority of Day 2, and I was left with something that visualised to this:

Posted Image

Ooh, pretty colours. Still, it didn't feel right. On third day I sat with my good friend Theo, and implemented non-persistent node implementation, that created node ID based on its location and depth, and created seed out of that. This allowed for repeatable generation of data without the need to store the data structure. The seed code looks like this:
    void FillOutNode(int x, int y, int z, int depth)
        ulong mask = 0xffffffffful << (nodeDepth - depth);

        float minX = (float)((ulong)x & mask);
        float minY = (float)((ulong)y & mask);
	float minZ = (float)((ulong)z & mask);

	float length = 1 << (nodeDepth - depth);
        ulong nodeID = FindNodeIDBin (x, y, z, depth);
        int currentSeed = nodeID.GetHashCode() + universeSeed.GetHashCode();
        Random.seed = currentSeed;
    ulong FindNodeIDBin(int x, int y, int z, int depth)
		ulong mask = 0xffffffffful << (nodeDepth - depth);
		return ((ulong)depth << 36) | (((ulong)x & mask) << 24) | (((ulong)y & mask) << 12) | (((ulong)z & mask) << 0);
Neat, eh? Well, this gave me neat spatial partitioning:

Posted Image

Rest of the day was spent on adding space navigation (ooh sexy starjump code) and starting to add proper star data generation, which continued into day four:

Posted Image

And on day four I've added planet generation:

Posted Image

Well, that's what I have so far, going into day 5, on which I'll focus on moving into planetary system mode. So far the problem is following: To allow for enough precision, I had to position the stars at pretty close locations. Going into planetary system will mean that the precision will need to be insanely higher (if we're to allow, say, visiting planets, which is the goal of this whole exercise). Smooth transitioning between different speeds will be interesting, but I think I can make it. That means also displaying of the planets and sun, which will also be fun ;).

I'll also want to do an update on GAMIFICATOR© some time before the end of the week, but don't know if I'll have time to do it. I reserved time on Sunday and Tuesday evenings for it, so that progression doesn't stop. So far so good Posted Image. The GAMIFICATOR (patent pending) started as a tool to help me become productive, and I've spent more time polishing it and being productive on it than with any other recent projects. I guess it's serving its purpose even before it's finished ;).

So, again, I hope I'll find some time to develop some more.

See you then!

Story so far:

Days 2, 3 and 4: Stars and planetary systems
Day 1: Galaxies


Posted by , in Programming, gamification, iphone 09 February 2014 - - - - - - · 1,014 views
iphone, iOS, programming, fun and 2 more...
Quick break from World making. Normal service will resume shortly.

So, as I looked at my life and noticed that I'm not getting ridiculously rich fast enough, I decided that I need to do something with it. I am going to gym, I study new things a lot (lately bioinformatics, astronomy, and cryptography, MOOCs are fun!), I help my friend with his project. But I wanted to do something to keep me motivated.

Enter gamification.

If you're not sure what that is, quick disclaimer, in my own words: It's using game stuff to make otherwise boring tasks fun. As you clean your dishes, you get experience points, when you get enough xp you level up! You may hate doing dishes, but being Level 41 Dirt Obliterator feels just cool, so you'll want to work just a bit more.

I decided to write a generic iOS/Android app that I could run on my phone, and level up in it. I took level up mechanics from Dungeons and Dragons, as they worked to get them solid way better than I ever could. This started as a really simple application just for myself with one screen, done in 30 minutes, but ended up as a bigger project. One that I'll upload to AppStore/Android Market even (for free), as soon as I'll make it pretty and robust enough (my girl is helping with art still, woo). So, without further ado, the mechanics:

1. Encounters

Each monster/group of monsters of strength equal roughly to yours that you meet while traveling is an encounter worth
300 * level
experience points. I chose to assume each week counts as an encounter of your current level. At first you set your goals, say you want:
  • 3 gym sessions
  • 1 studying session
  • 1 working on project session
each week. You add those, and then the experience points is divided equally between each session. If you get all or more of those, you get points assigned, for each one in each session type you miss, you get penalised. Each session type may have following kind:
  • Sport
  • Education
  • Work/projects
  • Food
  • Art
  • Entertainment
  • Social
2. Levels

Levels in D&D (and thus in my app) are calculated with the following formula:
XPrequired = 1000 * (level + Combinatorial(level, 2));
So the required XP for levels are 0 for level 1, 1000 for level 2, 3000 for level 3, 6000 for level 4, etc. You look at your current XP and let the math figure out which level are you.

And the overview screen looks something like this:

Posted Image
It's not very pretty, but I need it done for tomorrow, when I'm at gym, so that I can start levelling up Posted Image. According to my guesstimate (too lazy to calculate), it should be more than one year of training to reach level 20, which is when you're Epic Character in D&D standards, and after more than one year of sticking to the work, in mine as well.
Here's a quick video of the application working:

Obviously the app needs some work done before I can release it to people (because even free apps should be of SOME standard), but I really hope that you like the idea. Will be back this week with more World In 7 Days, because I've added that to my Gamificator, so now there's no escape ;).

See you then!

World in 7 days, Day 1: Galaxies

Posted by , in Programming, worldin7days 27 January 2014 - - - - - - · 929 views
programming, worldin7days and 4 more...
The thing that drew me to programming was simple: ability to create. I always loved travels, adventures and discovering the undiscovered. I used to watch this old 60s cartoon called Jonny Quest, about boy having adventures, but when I looked out the window, I only saw blocks of flats in my city, and couldn't imagine that this was possible any more, so I spent time playing with my computer. When I was bit older Cartoon Network ran a reimagining of those stories - The Real Adventures of Jonny Quest. And they had adventures IN COMPUTER!

Posted Image

Now, this later on was looked down upon as not being able to stand the test of time, but for me it was always amazing. After I saw the first episode I bought 'C++ in 24 hours' and started writing an OS/AI/VR system (do keep in mind that I was young ;) ). Obviously it didn't do much except for saying 'hello, mantis!', but it set me on a road to where I am now.

Later on I've picked up the subject of creating worlds couple times, with changes in complexity and scope. I have done some basic ROAMing planets and atmospheric scattering, but I've never put it together into a coherent project. When I was finishing my last project though, I've bumped yet another time to blog of a guy who created the most amazing planets that I ever saw - Journal of Ysaneya. Now, these days his screenshots are down, which is a real shame, because they were AMAZING. Just reading the names of the entries gave me idea, why not do what I always wanted to do? Well, the complete world is a complex piece of engineering, and seeing how Ysaneya worked on his projects for couple years and I'll be wanting to finish mine in 7 days, there will have to be some compromises. Nevertheless, I set out on a journey, and am awaiting with curiosity where it will take me.

The scope is following:

1) I want to generate at least one galaxy
2) That galaxy needs to have proper amount of stars (I'm talking billions here)
3) Each star needs to be blue, white, yellow, orange, red or brown dwarf
4) Each star may have planets around it
5) Planets may have atmosphere/water (the M-class planet, to use Star Trek terminology. I'm not a big ST buff, but I like their naming convention)
6) Planets with atmosphere/water may have plants


How would I divide the work:

Day 1) Shaping of galaxy, preparing density maps
Day 2) Dividing galaxy into octree, allowing for tens (or hundreds?) of billions of stars
Day 3) Go to planetary system mode, create orbits for planets, display planet/sun
Day 4) Create proper terrain on the planets
Day 5) Create atmospheric effects
Day 6) Create L-system plants
Day 7) Polish (rest?)

Yeah, I don't get any smarter or less optimistic in my estimates. But I decline to give in Posted Image

Without further ado,

DAY 1:

Posted Image

I've started by playing around with Unity and figuring out a way to most efficiently represent thousands of stars. After short deliberation I chose the new ParticleSystem. I could access all the particles as an array, and tweak their parameters. I've looked up the wikipedia article on star types, and noticed something which surprised me: most of the stars aren't in fact white, but white are just that much more visible. Which meant that Ysaneya's approach to generating galaxies (using octree to look up stars depending on their colour) made sense. Well, that much I didn't doubt.

To generate correct shape I have combined a bell curve with the equation of:
float a = 2;
float b = 2;
float c = 0.7f;
float d = 0;
float e = 2.71828f;
probability = Mathf.Pow (a * e, -((dist * b)*(dist * b)) / (2 * c * c) + d);
and a picture that I have drawn in GIMP

Posted Image

To get the following result:

Posted Image

You can also see 'record' 'stop' and 'play' buttons there. What do they do? Well, your voice is your key: I take the recording sample, get its hash value, and pass it as a Random's seed value. That means that each person will have his own personal universe, unique to himself (or as close to unique as the hash function allows).

Basically, this means you can create universe by saying 'BE!' ;)

That's it for tonight! See you soon!

Story so far:

Days 2, 3 and 4: Stars and Planetary Systems
Day 1: Galaxies

Game in 7 Days, Day 7: DONE!...ish

Posted by , in Programming, 7days1game 26 January 2014 - - - - - - · 2,295 views
7days1game, fun, worms and 2 more...
Game in 7 Days, Day 7: DONE!...ish And it's over! Finally sat down to finish my game. Or, at least, do as much as I can. But let's not get ahead of ourselves. What has been done then?

First, the game. I've compiled it in Win/OS X/Linux versions, because the web version doesn't work yet and I didn't have time left in the 7th day to try and figure out why ;). Anyways, here are the builds.


Controls are: mouse, arrow keys, shift for jumping, space for shooting, tab for switching characters/girder mode, and numbers 1-5 for fuse length on grenades and dynamite. Also, direction of meteor storm depends on which direction the currently selected worm is facing.

So, what happened since day 6? First, I've added actual summary screen (though it's very simple, due to time constraints). Which means you can have matches till 1, 2 or 3 wins. The matches carry out on 3 different types of terrain: Stone field, sandy desert, and icy snow. The type is picked at random on level generation. My gf has found time to also create some properly magical weapon art:

-Fireball (bazooka)
-Exploding skull (grenade)
-Magic punch (shotgun)
-Deadly mixture (dynamite)
-Meteor storm (air strike)
-Force field (blowtorch)
-Summon wall (girder)
-Round skip

Posted Image

You'll also notice that beardlings aren't oozes from space any more. They are in fact wizards/gnomes. Actually, what I wanted the most from this little exercise in 7 days, was to learn how to use Unity's new sprite system. Since I was mostly bruteforcing it so far for everything else, this was the perfect opportunity to learn the new skills. My girl has drawn a little 'exploded' bearding like this:

Posted Image

And I have combined it into one game object, which I then animated using Unity's inbuilt animator/animation system. Sure, I've done only one animation, but I have done SOMETHING! ;). As for everything else, audio was added (just sfx), and some explosion animation. Suddenly the game feels much more alive, when the little buggers are shouting out their spells and dying in explosions and under water.

What did I not manage to do in time?

-Fix the web build bug (I started trying to compile to web last thing in the evening of seventh day. Bad idea apparently)
-Prettify all the GUI.
-Improve physics (seriously, this one's bad, I had to move on, and the physics is of such importance in a game like this)
-Work out death sequence so that little beardlings die like worms did, instead of just disappearing
-Add music
-Replaying match on same level
-Pretty much everything from configuration menu
-Hall of fame
-Proper list of teams to choose from (don't create lots of teams ;) )
-How some weapons work (blowtorch being the biggest offender)
-Special weapons would be nice
-Voices in one pitch. I've never done any voice acting, and so the voices of the beardlings vary in pitch and speed a lot - I've tried to mitigate it, but there is a lot of noticeable differences ( compare "fireball" to "exploding skull" for example)
-fix some random bugs (heh)

Huh, seems like quite a lot of things. But then again, the scope of this project was insane. I have pretty much set out to create a full blown Worms clone from grounds up in couple days. This was never going to happen, especially since I've spent plenty of the days away from the computer and with my kid and girl. Still, the project is done and the game is playable, so I am really really happy. I'm also really happy that my girlfriend has helped me out, and we're looking forward to our next project together. She says that she had a great time learning the tools and working on the art, which does bode well. Hopefully one day we'll release some awesome game together.

Posted Image

In the mean time, I already have idea for the next project. Remember how I said that scope of this project was insane? Well, next one is something that I always wanted to do but never got round to doing: Whole world, in 7 days. To quote mikeman: the last guy that did it got pretty famous ;). See you then!

Story so far:

Day 7
Day 6
Day 5
Day 4
Day 3
Day 2
Day 1

Game in 7 Days, Day 6: Cleaning up and unexpected developments

Posted by , 12 January 2014 - - - - - - · 950 views
7days1game, programming, game and 2 more...
So, another day of coding has passed. I was quite sad at the fact that I don't have any awesome new screenshots, seeing how I spent it finalising gameplay. Nevertheless, writeup is required, to keep you guys posted.

Posted Image

I have started by adding support for all weapon-related things. Limited and unlimited weapons, delayed weapons were the first feature to be added. After that weapon properties - explosion range (foreground and background, but for now I disabled the background explosion as it didn't look as cool as I hoped), explosion damage, and offset for making the worms jump higher in the air when hit by explosion.

After that I have added the kill conditions - damage and falling below water level. With that I have added win con (at most one team surviving damage calculation) and that was it. Whole game. At least, theoretically. Everything was a spaghetti test code that I invented as I went along. So, I took all that and started reorganising: Divided match into proper independent phases between which I could jump, say DamageProcessing or BeardlingPlacing.

Speaking of which, I forgot to mention this the previous time, at first I thought it'd be really hard. After some thinking I had the idea though:

1) Pick a random column of pixels in the level (with some margins so that your beardling doesn't spawn halfway off the screen say)
2) Go through each pixel. If it's top edge pixel (that means: pixel at (x,y) has its opacity not equal to 0 and pixel above it has its opacity equal to 0 add to 'potential spawn points'
3) Go through each potential spawn point. If beardling character could fit in the place above it, keep it on the list, if not, remove from the list
4) If the list is empty, go back to 1)
5) Go through each potential spawn point. If there is no other beardling within certain radius (so that spawned beardlings don't overlap), keep it on the list, if not, remove it
6) If the list is empty, go back to 1)
7) Pick random point from the list. Place beardling there.

I also found a solution for drawing the concrete slab: Why rotate pixels? I rotate 'blueprints', and then iterate over a normal texture. Still looks good, and it's way way faster than rotating individual pixels, without the hassle of having to draw the concrete slab in different positions. Here's the texture I will use for it, pretending to be ground texture:

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But most cool of all: When I was working on the game, my girl has shown me some of the pictures that she drew as a kid. I was blown away, she really draws great! And, since I'm not a great 2D artist, I asked her if she wants to join me in the quest to create games, so that we'll become rich faster ( ;) ) and she agreed! She has draw concept sketches for the beardlings, and they were awesome. She has no experience in digital art, but she's willing to train. I have also asked her to try and draw some terrain textures for the game, and after never having drawn tiles in her life, she's created this new ground for my battles to be fought upon:

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If this is her art after first day, I'm looking forward to the future. I've asked her to create me a bunch of textures for different level types, so the game will be more interesting, and she'll get some experience under her belt. Everything is going great.

See you on the last day, when I'm finally adding all the pretty explosions, menus, animations, sounds and whatever else I'll manage.

Story so far:

Day 7
Day 6
Day 5
Day 4
Day 3
Day 2
Day 1

January 2017 »

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