I worked on piece placement a little more tonight

by midge 11. August 2016 06:13

In case the deep link doesn't work for the above embedded video, relevant part here.

 

So I detected the case where the piece should actually be put on the board, and removed it from the list of pieces to be placed. I also changed it so the label with the piece count is decremented. I still need to draw the places pieces and allow the user to remove them. But I wrote up a list of like 5 or 6 small tasks that I can get to right away next time I work on it.

I procrastinate much less when I have a concrete list of things to do. Usually the more granular the better. The more vague/large/intimidating a task is, the more likely I'll defer it.

Getting there. Probably put in about 40mins or so tonight.

 

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A tiny little check-in

by midge 10. August 2016 05:47

So small!

 

What I like about version control is it keeps me honest about my progress or lack thereof. 7/29/16 was my last check-in, and that was also a pretty small one.

It's on the screen where you set up the placement of your pieces. When you select a new tile, it now deselects the old tile properly.

There were a couple of methods in there, and it took a little while to get up to speed on what the hell I was last doing, but I'm pretty glad I took the time. Probably a little over a half an hour.

I'm just trying to get back in the habit of regular check-ins.

Onward and upward.

 

 

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A check in a day keeps the ___ away(?)

by midge 14. July 2016 02:02

What I always find funny about game development, or really software in general is how much work there is that's hard to predict when you get started. Not too much of a surprise in this case I supposed, since I didn't really do too much planning. I started working on this in .NET, got bored or whatever, and started up again in iOS. I'm a little further now so hopefully that won't happen again. Anyways, to my point, I didn't think much about the menus or the initialization screen, I was mostly thinking about the gameplay itself.

Lately I've been working on the menu and the initialization screen, mostly just choosing where to put your pieces when you get started. My progress has slowed a bit but I'm happy that I'm still usually making at least one check in a day when I'm not socializing or doing something else. And more often than not just sitting down to do some work snowballs into getting a lot more work done than the bare minimum of a single check in.

I guess I'm still working towards the MVP, (I'm da real MVP) minimum viable product that is. The bare minimum I can do to make this a playable game. Probably doing single player for starters.

In some ways, multiplayer might actually be easier, because there's no AI component. My first goal is going to be simple single player with stupid AI. That's the ticket!

Screenshot of the initialization screen ATM below.

 

and here's a pug pissing all over the place:

 

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Moving along

by midge 2. July 2016 02:35

 

I'm pretty tired, I put in some time today. I haven't been doing a write up everyday, so I'm just going to focus on what I got done today. I started off with the logic for determining who wins the stratego battles, pretty straightforward. But then the rendering was bugging me... it was just too slow. I stepped away from the computer for a while and got the hunch that I was probably creating redundant sprites that I was supposed to be looking up/ updating.

So after every redraw, I spit out the sprite count. Lo and behold, I had a shit ton too many sprites. That took quite a while to fix. Its not my cleanest code ever, I really should go back and organize/refactor etc. The rendering issues have been more of a pain than the game logic by far. I guess that makes sense because I never really read up on spritekit much, I just worked off of the demo and got working until I started having problems.

 

So anyways, now you can move pieces around and the piece logic is applied. The biggest thing bugging me is there is a bit of lag between selecting where to move to, and the piece actually moving there. I want to test on actual devices to see if that goes away.

I know that I've come pretty far in a relatively short time, but I feel like I'm still working on basics. There's still quite a bit to work on, I'll probably do detecting end game conditions and restart, that's pretty easy.

annnnnnd nap-time.

 

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Ahoy hoy spam bots! / Git Gud

by midge 27. June 2016 02:08

Last time I posted I believe I was working on 2048. I probably expressed concern about not getting on a project soon enough and losing some momentum. I did, I lost interest. There were already dozens of 2048 clones in the app store and I couldn't bring myself to finish it. That was over  a year ago.

I've been working on learning unity, (which is great) but I also wanted to make a stratego clone. For a stratego clone I wanted to support multiplayer through game center, which is something that unity doesn't actually support. So I went back to native ios.

Decisions decisions! A lot had changed since I left. I started this up as a spriteKit project at least. I opted NOT to mess with swift yet. Objective c is a little clunky but at least I have some rusty experience with it.

I was probably ashamed of the fact that I wasn't using source control on dodgy copter, but I am using git on the stratego clone. I like it a lot, looking at the history of the project is super encouraging. I can see what I'm getting done and how fast I'm doing it. I can make huge code changes without losing stuff. I use source control at work but have never went to the trouble of setting it up at home. Now that I'm getting used to it I don't think I'll go without again for any project of non-negligible size.

I took a screenshot, but stratego still isn't much to look at. Most of the work has been just setting things up behind the scenes. I'm going to try to get to a playable demo as soon as possible, because I find that sort of thing very encouraging.

 

 

 

Picture unrelated.

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No work tonight

by midge 28. February 2015 03:48

I'm just taking it easy. But I do want to say that Dodgy Copter 1.0.1 was approved very quickly (4days!) so I'm very pleased with the update.

It's nice that I don't have to cringe when I try to promote my game and ask if the person has an iPhone4 anymore, now it pretty much works well on any phone model.

For Dodgy Copter... the question for me now is how much do I want to continue promoting it and working on it, vs how much energy do I want to put into new projects.

I started 2048 and that is playable, but still needs a good deal of polish. My biggest concern for that one is that it will get rejected for being an outright clone, so I have to add enough changes to spice it up.

The ad income for Dodgy Copter is simply not enough. Granted, I don't need to live off of this money or anything, but at this rate I will not earn my $99 developer fee back. I don't expect dodgy copter alone to do that, but I would like to make my $99 bucks back over the course of the year across multiple games.

I mean even if the money doesn't happen, I'm very happy about the project, and all of them that I will do this year - but getting my money back is psychologically a big deal for me - for whatever reason. It just makes it feel like all of this time wasn't a waste.

I've got 304 downloads on the game so far. Getting 1000 would be great. I'm very curious to see how much of a bump the 1.0.1 update gives the download numbers. We'll see.

Moping aside, I'm still pretty happy to have at least one game DONE.

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No work tonight

by midge 28. February 2015 03:48

I'm just taking it easy. But I do want to say that Dodgy Copter 1.0.1 was approved very quickly (4days!) so I'm very pleased with the update.

It's nice that I don't have to cringe when I try to promote my game and ask if the person has an iPhone4 anymore, now it pretty much works well on any phone model.

For Dodgy Copter... the question for me now is how much do I want to continue promoting it and working on it, vs how much energy do I want to put into new projects.

I started 2048 and that is playable, but still needs a good deal of polish. My biggest concern for that one is that it will get rejected for being an outright clone, so I have to add enough changes to spice it up.

The ad income for Dodgy Copter is simply not enough. Granted, I don't need to live off of this money or anything, but at this rate I will not earn my $99 developer fee back. I don't expect dodgy copter alone to do that, but I would like to make my $99 bucks back over the course of the year across multiple games.

I mean even if the money doesn't happen, I'm very happy about the project, and all of them that I will do this year - but getting my money back is psychologically a big deal for me - for whatever reason. It just makes it feel like all of this time wasn't a waste.

I've got 304 downloads on the game so far. Getting 1000 would be great. I'm very curious to see how much of a bump the 1.0.1 update gives the download numbers. We'll see.

Moping aside, I'm still pretty happy to have at least one game DONE.

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Dodgy Copter 1.0.1 submitted

by midge 24. February 2015 12:10

I did it last night, but it was getting late and I was pretty tired, so I forgot to post about it.

 

It's just optimizations for the iphone4 and 4s.

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derp derp deprecated

by midge 23. February 2015 04:27

I replaced the deprecated code with their newer alternatives.

I also figured out how to get the icons showing up again (they had disappeared).

Then I tested on ios7, and I'm glad I did. The fix i wrote for ios8 broke something on my ios7 device. Simple to fix once I identified it, but it would have been an issue had I not found it.

I may add in app purchase tomorrow, or maybe just focus on getting the patch submitted.

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Need 4 Speed

by midge 22. February 2015 04:12

 

So the game was too slow on older devices... like the iPhone 4S for example. This is unacceptable because the devices aren't THAT old, and it's  a pretty simple game. It just happened because I didn't test on the actual hardware before submitting.

I worked through what I had to do to speed it up, and tested it on the actual devices, and I'm pretty pleased with it.

I noticed MORE ios8 deprecated stuff (shit, they deprecated a lot). I'm just going to work through that, test the hell out of it for a couple of days, then submit that as the first patch. No content update yet, just performance updates.

*Drops the mic*

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Hi, I'm Midge.

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