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  1. Dear log, After finishing implementing the game sequence, there are still some boring points to do, like saving and presenting the highest score. To understand, I have to explain the logic of my framework : a Game is a collection of Gamelets that are independants. For instance, I have a gamelet for the main menu, one for the actual game, etc... And now I have a gamelet for the player stats. How do these gamelets exchange data ? I use a Session object (a simple maps of Objects identified by a String), like a web application. So my gamelet for the game save the player stats in session if they are better than the last data previously saved. More, I also have to take care to save those data, and retrieve them when restarting the game. All of that is booooring, and I delayed this work for nearly a week. The good thing is that the delay was used to create some code template for eclipse to speed up code writing for my next game, including those data stat management. So I did not entirely loose my time. Another good thing is that I came up with the idea to promote my other game on this screen too. So now I'm busy coding this screen, and I hope to finish this week. But the bad thing is that I have to reschedule again, and there will be more change than previously done, in the hope to deliver my two versions of the game by the end of November. On a side notes, I'm starting to think about some post-mortem analysis, and it becomes clear to me that : each gamelets should require at least 2 weeks to be done. I have underestimated the reusability of the code of my previous code, mainly because I could not help but rewrite code to get better quality code (to my mind), instead of only copy/paste/patch existing code. I don't regret that, because I prefer code quality to deadlines, and I have the luxury to abide to this preference because it is a personnal project. But the consequence is rescheduling, and I have to take care of that next time. That's all for today, I will go to my Aikido lesson now.
  2. Hello, Last week, I could fully implement the simple game, with some animation for showing the cards at the beginning. This week I implemented the display of the time of play and the number of trials. And I had to implement again yet another "format time" to convert the total time of play in seconds into the "hour:minutes:seconds". I wanted to use Java date formatter, but the number of hour might go beyond 24. So I did the formatting the old way, and will leave it like that. I'm not so happy with that, but now I have no time to look for a better way : I'm slipping past my schedule for implementing the trophy screen. Anyway I attached some screenshots in the album you should see in this entry.
  3. From the album 2014-19-09 journal album

    © 2014 David SPORN

  4. From the album 2014-19-09 journal album

    © 2014 David SPORN

  5. From the album 2014-19-09 journal album

    © 2014 David SPORN

  6. For my 2D games on android, I support various screen size . I also supported various screen ratio once, but I decided to not support that from now, as it can be tedious to accomodate different screen layout.   Anyway, to support various screen size : I generate one set of assets per screen definition (qHD, HD, FHD, QDHD). Note that i write screen definition instead of size because i will use the same screen definition for not so different screen sizes. e.g : 1024x600 will use qHD (960x540), as well as a qHD screen troncated because of the Android onscreen button bar (a case I had to deals with, very bad surprise). In the program, I use the size of my elements for the used screen definition, and the reference size of the screen definition (e.g : qHD-->960x540), so that it's always adjusted to the screen.
  7. This idee is interesting, but I fear that developper that cannot find the right taxonomy for naming it's class/function/whatever, will likely not tag it's code with the right taxonomy of tags.   However, it may be easier to do tag review and fix them than doing the same for class/method/whatever renaming.
  8. I agree on the Java rant on one point, that is the matching between package name and folder nesting, on the fact that the relation ship between folders (a subfolder is a part of the parent folder) does not translate into a relationship between the packages (the two packages are not related in any way).   On the other hand, I am fond of nested static classes to model the close relationship between a set of classes, the main class being the main concept being modelized. The downside being the file size, and such subclasses MUST be specific to the main model.
  9. Interesting article. Thanks for bringing libgdx to my attention, I will surely give it a try in the future (next year) when I will have finished my current project.   By the way, the ImageMagick toolset is also very usefull for scripted picture transformation/generation and batch processing.
  10. Hello, This week, it turns out I got plenty of time to write code : sleeping problems (one night) and motivation on the evenings even after my daughter is finally sleeping, around 22:30 (before, it's not possible to do anything, and I just want to enjoy family time anyway). So, working on my main menu, instead of re-using directly the ui code I wrote for my previous game, I rewrote it so that it is better designed (less specific, modularity, separation of concern). I also did unit testing on this API, and it helped me a lot to fix my code early (before using it in my main menu) and also after the fact. Of course, this is not a full fledged GUI api like swing (my previous code was not either), I would also say that it is quite crude -you will not be able to get a dynamic GUI- but it allow to define how my component are positionned on the screen and it computes the actual position, and takes care of finding the component at a position and fire an event. And I could write some code with quality in mind, and that always give me satisfaction. Anyway, I finished all my tasks of the week on Sunday midnight -and that give me satisfaction as well- and am ready for the todo list of Week 7...
  11. Interesting.   I guess that when you generate the solution path, you could randomly break the sub-path between two steps of the solution to add between 0-2 sub-steps. That way the path between each steps would be less straigth-forward.
  12. From the album Work In Progress

    A sample of the bitmap font I use in my current games. I have several size available to support various screen definitions (glyph size of up to 120 pixels)

    © 2012 David SPORN

  13. Tonight my daughter went to bed early, and my wife want to do her stuff, so I have time for working on my project. Now I rework how I generate my bitmap font. Generating the font sprite sheet is quite straightforward, but I was stuck at generating the sprite list description file : it's not easy to write a bash script that generate a bunch of lines computed using the same formula except for two lines shuffled in the middle. So I was idly browsing the net, distracting myself, until it crossed my mind that I am not obligated to use bash for any scripting : in my case, python is more suited, as i can loop through a range of number and do a special processing if the value is in a list of special values. As it remains some basic scripting, I just add to find how to get arguments from the command line, and verify the syntax to use on the go. It is still very crude, but I am not writing an application here, so as for me it's ok like that. I have now a working script, and more importantly, I used the right tool for the task (well, at least a tool that fits better than bash). It's time to get some sleep now (=.=)
  14. I believe that in some cases you could split the character into 4 parts : head+torso, left arm, right arm, torso, butt+legs. Some part will be constant or will require less animation step. Then you recombine with a script.   It works only if you devised the clothing to minimise the work.   Another way is to use a 3d software (blender, maya, whatever), model and animate your character, use cell shading and an orthogonal camera (no perspective).