SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: iWasAdam on September 06, 2018, 11:22:14 AM

Title: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 06, 2018, 11:22:14 AM
Guess what... ? No pics! :o

I'm still brainstorming, but sorta decided on ' get your team and go get the money'. Kudos if you guess the source (without resorting to google)

not sure what the visual style will be. I want to get the base mechanic first...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 06, 2018, 11:32:04 AM
Hmm ... Pac-Man-Bank-Robbery could be an interesting game. So a safe in some corners, you need to open them without getting seen by guards patrolling around. Including some riddles to disable laser alarms.


Good luck.


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 07, 2018, 08:02:07 AM
yay a picture!!!!  ;D
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-07-at-07-59-13.png)

 :-X There's a lot more to this than originally thought...  :'(
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 07, 2018, 10:36:44 AM
think i've got it now...  ;D
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-07-at-10-33-56.png)

pixel based stealth...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 08, 2018, 11:37:23 AM
sliding collision, hit vectors and base walk animation sorted :)
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-08-at-11-35-46.png)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 09, 2018, 08:42:28 AM
mmm some very interesting level design needed.
map 1 is the base design. I also need another map for the room layout. which now meas I can have a blueprint map, and places that (the contents) are hidden until discovered.
This means you can have the entire floor plan onscreen, but no know if there are gurds, etc in areas you havent visited - sort of like room fog of war!
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 09, 2018, 11:38:12 AM
ok. First look of things in action:
(https://vjointeractive.files.wordpress.com/2018/09/blueprint.gif)

so. what we are seeing is the full top down 'blueprint' view.
Initially you are in a closed cell, and only know what is in it.

The door is locked, so you need to pick it - the time taken to pick the lock is shown.

As you enter the hall, you can see that the doors (on the blueprint) become locked! We only knew there were doors, not their status...

we now pick one of the door locks and enter the room. the contents of the room become visible. we knew there was plumbing in the room as it was on the blueprint. but we didnt know there was a bed in there as well. Maybe there is also other things/persons in rooms?

Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 09, 2018, 03:19:24 PM
Here's a (map edit) shot showing the cctv and its' 'beam'
plus guard and their walk pattern  :o
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-09-at-15-16-53.png)

so you need to turn off the cctv and avoid the guards...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 10, 2018, 06:54:01 AM
Been thinking about how guards and cctv will work. Coupled with this is alarms.

if you set of the alarm then you loose. when you are seen by a guard or cctv your alarm status goes up. over time it will go back down. when at max the alarm is triggered. Seems like a simple concept ?
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 10, 2018, 12:39:53 PM
Got path following for guards working ;D
(https://vjointeractive.files.wordpress.com/2018/09/pathfollow.gif)

next up will be to add a vision cone so the guard can see you...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 11, 2018, 08:10:55 AM
Fixed minor bugs with guard path following.

objects can be pushed around. but they will make noise. noise will attract guards...
(https://vjointeractive.files.wordpress.com/2018/09/guard.gif)

You can see that when the chair is pushed, the guard changes direction towards the noise (they wont deviate from the path though)
And when the guard turns the corner, you can see the 'alarm indicator rapidly go up (when you are seen) :)
Get a max alarm/seen and the alarm will go off and your goose is cooked - mmmm tasty!

Also implemented different times for unlocking doors, etc. These are programmable so different characters can have different times. E.G a locksmith wont take long to open a door.

I wonder what that computer terminal in the locked room might do?
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 11, 2018, 09:33:37 AM
> I wonder what that computer terminal in the locked room might do?

It opens up a terminal running gwbasic. There you can "hack" into the security system and disable cctv, order pizza for the guards or unlock prison gates to start a revolt.
... ok, not that serious uhm? ;-)


@ chair movement
Dunno how it looks but maybe add some kind of "dotted circle" increasing radius every 100 ms and draw another one later on. So it simulates "audio waves" travelling through the room. This might even be used to indicate "when" or "by whom" a sound is potentially recognizeable.

Another idea is: each noise has a certain volume. If you eg. move the chair the volume is "5". But if you are able to reach the computer to play some "please stay calm"-audio-messages with a volume of "10" then the chair movement is barely hearable.

In other words: you could create sound sources which overlay potential noises you need to produce.


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 11, 2018, 10:30:15 AM
good call on the audio waves  ;)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 11, 2018, 10:52:01 AM
@ sound volumes
If you visualize noises with "audio waves" then the range of these waves is already indicating the "volume".

As you do not have a "rewind game 5 seconds" button, you need a information-display on how noisy an action will be. I mean: you move a chair and hope it is silent but .. it isn't. But before you move the chair you have some kind of imagination on how loud the noise _might_ be in the worst case. This information is needed.
If you had a "rewind" option you could just try it out - see the audio waves - and then rewind. It would also be kind of cool as it is similar to these "plans" in movies ("A will go into the bank and ..." - and the screen shows how the actor is going into the bank). Similar to movies plans might not go as well as initially thought. So eg. movement of a guard might differ a bit after a rewind (especially as you now might eg. move a chair more slowly to avoid distracting noises).

Rewinding in games is not the easy-peasy part as you need to save game states + actions (so you can "undo" stuff). But if planned properly it could play more "heist"-like then.


Regardless of this: I think you might first try to make the game playeable and then add more complexity later on (just keep it in mind and prepare your code a bit for it).


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 11, 2018, 11:13:11 AM
oooh REWIND  :o ;D  :-*

now to think about how to make it work...  :'(
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 11, 2018, 12:56:45 PM
mmm. let shift the movable objects from the lower map to the upper map. that way they can directly interact and not mess with the guards tracks - sorted :)

Now I need to add a check to the guards that if they hit an object (in their way) then to reverse the direction. that should mean you could push (drop) objects into their path and stop them.... :)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Qube on September 12, 2018, 04:40:57 AM
Looking like a ZX Spectrum game  8) - Nowt wrong with that in my book  ;D
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 12, 2018, 07:05:43 AM
 ;D

Working on the 'rewind' function. It's gonna be called 'timeline':
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-12-at-07-00-53.png)

There will be provision for 6 slices with less being available at first - unlocks

I thought that there would be some for of global 'timer' that will 'tick'. each tick being a slice of time on the timeline.
Time could possibly change depending on what is happening?
Or maybe you pick up a 'time' and set it with the UI showing what times have been set?

You press the 'time' button and the timeline appears and when it is pressed you left/right to pick the time you want

Just need to implement it now  ::)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 12, 2018, 07:15:56 AM
If actions occupy different "time slots" then you need that information displayed somewhere ...

If you split time slots in "steps" and define "steps" as "actions" ("open lock") then... what about movement? What movement distances are "steps"?


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 12, 2018, 08:10:58 AM
sort of something like this:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-12-at-08-10-00.png)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 12, 2018, 02:20:38 PM
not quite sure how it will all operate, but looks like your hacked the central information server...
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-12-at-14-18-21.png)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 12, 2018, 03:15:11 PM
and...
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-12-at-15-14-18.png)

Somehow I don't think the system is going to let me in :(
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 12, 2018, 07:48:30 PM
If actions occupy different "time slots" then you need that information displayed somewhere ...

What I mean was:
"open lock" - "needs 2 time slots" (or 1 for the expert)
"move chair" - "needs 1 time slot" ...

If your actions take varying time, you need to inform the user about the actual value/time needed. If every action took one single time slot then... what about foot steps? Every movement a time slot? every grid moved a time slot ? ...


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 14, 2018, 03:16:09 PM
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-14-at-15-04-45.png)

Got it sorted now with full error checking and a timer that makes it more of a challenge. If you don't solve it then you restart.
I also thought that the longer the chain, the better the information would be available (or something like that)

The checking also means that the reverse type of puzzles are also possible.
E.G. the path is already solved plus some extra tiles. These are all randomly rotated. with each click you can rotate a tile. there may be more than one way to solve it...

Either way I'm pleased with the retro DOS/Terminal look :)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: BasicBoy on September 14, 2018, 03:43:56 PM
@ iWasAdam

That looks superb!
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 15, 2018, 06:42:08 AM
thanks for the encouragement :)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 15, 2018, 10:26:59 AM
For todays pics of interest, I thought I'd show the current 2 fonts I created for the graphics.

The first one is the ascii set being used for the terminal. this is a 8x8 pixel character set:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-15-at-10-18-55.png)

The second one is all the graphics being used for the standard blueprint overhead map. This is a 16x16 pixel character set:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-15-at-10-19-36.png)

You can also see that both character sets are essentially mono, the colors being app driven at runtime.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Steve Elliott on September 15, 2018, 10:31:50 AM
Quote
Either way I'm pleased with the retro DOS/Terminal look :)

Yes, I like that - very authentic.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 16, 2018, 11:38:38 AM
Got the 3rd game variant sorted:
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-16-at-11-36-35.png)

This one gives you two nodes that you must try and connect. You do this by rotating the tiles. and there is a countdown just to make things a bit more tense...

Back to the main game code I think ?
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 19, 2018, 03:29:15 PM
Hard... Hard...!  >:(

Not sure If I will finish this one...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Xerra on September 20, 2018, 05:06:28 PM
Hard... Hard...!  >:(

Not sure If I will finish this one...

Still have 3 weeks and 3 days to get it done, mate. Nothing to panic about just yet - not even halfway there :-)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Steve Elliott on September 20, 2018, 05:24:21 PM
Well don't let feature creep happen.  Just get the main gameplay and graphics in and produce a bug free game.  Anything else is a bonus.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 21, 2018, 06:37:42 AM
thanks. I'll bang on and see what I come up with  :(
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 21, 2018, 12:12:49 PM
Well. things are progressing. I've been cutting stuff out and working on a clearer approach.  :D

And I've got me a logo now:


Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Matty on September 21, 2018, 12:53:18 PM
Title is good....what is the meaning of the phrase though?
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 21, 2018, 02:52:02 PM
LOL From the first post:
Quote
I'm still brainstorming, but sorta decided on ' get your team and go get the money'. Kudos if you guess the source (without resorting to google)

It's a reference to the second track on Kate Bush's album "The Dreaming"


It's about a robbery that goes completely wrong...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 22, 2018, 08:53:14 AM
mmm. It's almost as if I have a detector that says "this is what people are doing - do the opposite"!  :P

(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-22-at-08-44-05.png)
It's a maze, but a fixed maze of walls form a building.

This is the mini map. There will be a blueprint style one as well showing more detail.

But in essence you get dropped into a map and have to 'achieve' a goal - E.G. Get out, break in, get the jewels, etc

Currently I've got guards (that move and 'see' you and cctv (which you can disable). Doing stuff takes time - time where you might be seen.
If you are seen your 'seen level' goes up. reach max and you have to start over.

There is a timer, so you only have a certain amount of time, find a clock and the time will be increased.

So, while everyone else games seem to be about fast action and blowing stuff up. mine looks to be about stealth and creeping around quietly.

Don't move the furniture - it will make a noise and attract the guards, but maybe it will block their routine too?

Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 22, 2018, 11:50:26 AM
And Here's the poster:
(https://vjointeractive.files.wordpress.com/2018/09/poster.png)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Steve Elliott on September 22, 2018, 11:54:07 AM
Quote
So, while everyone else games seem to be about fast action and blowing stuff up. mine looks to be about stealth and creeping around quietly.

Both types of games are fun  8)

Quote
And Here's the poster:

You can't quite read STEAL properly - just drop that bank note a few pixels.  And the bank notes look too realistic compared to the blocky graphics.  Looks good though.

Maybe something like this...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 22, 2018, 12:12:34 PM
Agreed.
Here's the graphic I'm actually using. I should go and do a render with particles
(https://vjointeractive.files.wordpress.com/2018/09/screen-shot-2018-09-22-at-12-11-10.png)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 24, 2018, 07:37:14 AM
Still working away  :(
All the pieces are being created.

Just got added a dog. it doesn't move, but revolves in 90 degree chunks. if it sees you, it barks - which makes a noise - which attracts guards... And it works!!!
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 24, 2018, 08:59:50 AM
Does the dog use the same approach than you use for moving chairs/furniture?
Read: is it a noise which gets "forgotten" after a while (noise meter sinks/lowers)?

If it was a dark mood game this means you could eg. "kill" (or otherwise "calm down") a dog/guard to stop emitted noise.


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 24, 2018, 10:17:05 AM
Yep sort ahead of you there...  8)

Maybe a bone would calm the dog down?
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 24, 2018, 02:27:40 PM
Better a bone than a boner.

Next to bones you could also throw a boot or maybe you find a dead rat in a cell.


Seriously:
- complete gameplay first before doing what is suggested below
- if you somehow motivate the dog to follow you into a room - and then you close the door (hopefully the dog inside and you outside) then the noise will be less loud

bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 25, 2018, 07:09:08 AM
Oh you  :D Thanks to me turning off autocomplete I don't suffer from those issues anymore  :))

Yep Gameplay, Gameplay, Gameplay...

In theory it would be possible to move (tempt) the dog, but would start to complicate controls. So far I'm only using up/down/left/right
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 25, 2018, 08:51:50 AM
@ move dog
Why not have him "chase" you - but keep one grid cell behind? This way you could move into a room (two grid cells next to the door), on your move out you could close the door (dog still one grid cell in the room). Room = noise * 0.5.


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 25, 2018, 11:05:06 AM
All Development halted until OpenGL errors can be sorted  :-[
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 25, 2018, 11:30:04 AM
Be honest... you like that ;-)
Ok... you like that as long fixing is done pretty quick and kind of satisfying.

bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 25, 2018, 12:06:07 PM
No... it's nothing straightforward  :(

It's the entire OpenGL subsystem. I have to work out where it's going wrong and what's going wrong.

The only good thing I have going is I have the 2d operational (dan't ask me how, it just is), but only when overlaid with my 3d and only then in one app - all other 2d apps are completely borked!  :o

So it looks like I will first have to get all the 2d stuff operational... then move onto the 3d stuff.

Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 25, 2018, 12:26:49 PM
Step 1 sorted. I've got all the 2d operational with minimal changes.

Class MyWindow Extends GLWindow

instead of

Class MyWindow Extends Window

Next step is to trace the 3d OpenGL from start and see if I can find the fault...
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 26, 2018, 06:56:02 AM
hmmmmmmmmmmmm  :(

without any further help I think 'that' time has arrived... Brand new cross platform language hunt!
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Qube on September 26, 2018, 07:06:55 AM
hmmmmmmmmmmmm  :(

without any further help I think 'that' time has arrived... Brand new cross platform language hunt!
Are you thinking about ditching Monkey2? - What was the issue? :o
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 26, 2018, 07:14:33 AM
MacOS Mojave released yesterday. OpenGL gone bang big time! I've already fixed the 2d, but 3d is now seriously borked!  :'(

TBH I really like the language and (my) the editor, but I think the time has come to look elsewhere especially as OpenGL id being depreciated, I need to move forward at some stage (or just never use 3d again).

tried to look at blitzmax-ng - but there doesn't seem to be any place to actually download it in one piece. maybe unity or unreal - but I'm not too sure of the environments?

Or maybe something else - cerberous?

Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Steve Elliott on September 26, 2018, 07:33:07 AM
Apple fucking things up again by throwing the baby out with the bathwater.  ::)

Quote
but I think the time has come to look elsewhere

Yeah, buy a PC.  They just work lol.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 26, 2018, 07:43:55 AM
So... Here' be the bones of 'There Goes A Tenner'  :(
A game killed before it's time.
(https://vjointeractive.files.wordpress.com/2018/09/tenner.gif)

I was keeping the actual look and operation secret. but now there is no need to as it wont be be finished.

So you can see it was 3d, with lighting and voxel style. Everything was fully operational.
The red circle is your detection monitor - when it was full the game would have been over
the ochre circle is how long it take to do anything. so opening doors, etc takes time.

You can see the bone being picked up and given to the dog to shut it up. and also moving furniture around causes sound which attracts the guards.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Qube on September 26, 2018, 08:03:30 AM
Quote
MacOS Mojave released yesterday. OpenGL gone bang big time!
Deprecated but not removed. I've not come across any OpenGL issues yet, but then again I don't use Monkey. I've not seen an OpenGL devastation with Mojave?

Quote
tried to look at blitzmax-ng - but there doesn't seem to be any place to actually download it in one piece. maybe unity or unreal - but I'm not too sure of the environments?
If you want a pure coding environment then try AGK or Cerberus. Both are very capable but both also use OpenGL, which also currently works in Mojave.

Quote
Apple fucking things up again by throwing the baby out with the bathwater.
Of course Microsoft don't do this sort of thing with all their API updates? - Microsoft have screwed over users multiple times, just like Apple. The difference is that Apple has grown in popularity so has become the new target to bitch at. I keep it simple, I hate them all ;D
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 26, 2018, 09:16:35 AM
@ cerberus
IWasAdam moved from monkey to monkey2 - cerberus is (in essence) monkey.


@ NG
I nagged Brucey multiple times to upload new releases (to help the masses :-)). Seems for Mac he needs some more time (for whatever reason).


Maybe rise an issue for m2 and check the changes/diff then (to backport to your m2-fork-thing) ?


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: BasicBoy on September 26, 2018, 09:21:56 AM
So... Here' be the bones of 'There Goes A Tenner'  :(
A game killed before it's time.

A pity, given how much time and energy you've already put into the project.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Qube on September 26, 2018, 10:11:32 AM
So... Here' be the bones of 'There Goes A Tenner'  :(
A game killed before it's time.
If it’s working as per the screen shot anim then what’s stopping you finishing off the game?. It looks really good from what I can see :) - if there is an issue with Mojave then who cares? It’s not even out yet.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 26, 2018, 11:56:15 AM
oh, my dear Qube...  ;D
Quote
If it’s working as per the screen shot anim then what’s stopping you finishing off the game?. It looks really good from what I can see :) - if there is an issue with Mojave then who cares? It’s not even out yet.
The screenshot was what it looked like before Mojave
This is what it look like now (being compiled under Mojave)
(https://vjointeractive.files.wordpress.com/2018/09/screenshot-2018-09-26-at-11-54-10.png)

Pssst....
Mojave was officially released yesterday.... Don't anyone tell Qube!  ???
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 26, 2018, 12:19:41 PM
Mojave surely has some bugs:

"Nothing renders when the program loads. It only starts working when moving the window a first time."
https://github.com/Schmavery/reprocessing/issues/117

So ..... did you move/resize the window already? ;-)


Can't you debug the opengl-calls? So to see where things "stop working"?
What happens if you draw some simple polygons? In other words: find what is borking up the whole thing. Maybe you are doing something "oddly" and this leads now to an error instead of just warnings in the background.


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 26, 2018, 12:49:21 PM
great thought - just tried it :(

Interesting notes:
compiled on Mojave - black screen
compiled on high sierra - work on both!

Now. the interesting stuff is that all the 2d is also 3d (don't ask). and I worked out how to get that operational.

I'm going to try and reverse engineer Marks core code and see if I can find a different approach - can I'm not expecting him to come up with anything - anytime soon...

I have a feeling it's probably something to do with the way he mangles the screens/canvas and shaders. TBH if I could get to a stripped down version then I would be happier :)
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Derron on September 26, 2018, 12:58:05 PM
So compiler matters? -> XCode changes


bye
Ron
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Qube on September 26, 2018, 02:40:41 PM
Quote
Pssst....
Mojave was officially released yesterday.... Don't anyone tell Qube!  ???
Lol, didn’t know :P I’ve been so engrossed in doing my game I’ve missed the latest apple must have updates :P - I tried the beta a few weeks ago on an external drive and everything worked ok but I’ll not upgrade until I’ve taken a full mirror backup of my main drive + waited to see if there’s any killer bugs that’s need patching.

Hope you can find the Monkey bug as it’d be a shame to give up on your game. Personally I’d complete it in High Sierra and sort the bug out afterwards as this comp allows a week to submit bug fixes + 99% of users will be playing the windows version.



Title: Re: There Goes A Tenner - Sept Competition entry
Post by: Steve Elliott on September 26, 2018, 06:31:18 PM
Quote
Personally I’d complete it in High Sierra and sort the bug out afterwards as this comp allows a week to submit bug fixes + 99% of users will be playing the windows version.

This.
Title: Re: There Goes A Tenner - Sept Competition entry
Post by: iWasAdam on September 27, 2018, 07:01:45 AM
unfortunately. can't go back....

but vague progress...
(https://vjointeractive.files.wordpress.com/2018/09/screenshot-2018-09-27-at-06-57-09.png)

This is actually drawing in 3d and the correct positions. so I've found an entry point! sloooow progress