The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: mouse

Picking away…

So the new implementation of the menu system is now completed and I’m pretty happy about it. There’s a few things I want to fine tune and ultimately add to it, but it has already surpassed the previous version by leaps and bounds, including code length. I was a bit worried as it felt like a big step backwards, but I set forth a plan and executed quite well.

I also started on making tiles, and more tiles. I’d like to say I’m getting a bit better at it, but to be honest, I don’t think so. I tend to over modify until I ultimately delete half the time. I’ve done a lot of research the last few days in terms of looking mostly at examples and some rudimentary tutorials on pixel art. It helps for sure, but it’ll be a grind for the long haul. I’ve got the first area planned out, just adding things to it before some real game development can begin.

I’m hoping the next update will show some fruits of the labor, but I’d rather under commit and over deliver.

 

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Flaws…

I’ve been muddling through Mouse’s systems trying to get everything more and more cohesive to each other. I thought hey, why don’t I just re-use the menu system I previously used for another project thinking it should be rather seamless.

It was all fine and dandy and worked as intended until I started nesting menus in themselves. I found the biggest problem of them all was dealing with scope of the variables. Using different scripts is causing me all kinds of difficulty when I’m trying to reference important information, especially when information changes on the fly, that becomes a big problem.

So I’ve decided to rid myself of the current menu structure and hard code in the menu to make it properly versatile and suited for what I need, unfortunately, a slew of testing is going to be required, let alone planning.

Once the framework is completed, should be rather simple to polish up and test to ensure the proper behavior.

Maybe I’ll take a break and work on some of the tiles/graphics.

Start talking tough guy…

Anyone require a shoe?

After some messing around and attempting to figure out a good template/system for handling dialogue and all of it’s limitless possibilities, I think I’ve come up with a decent solution to the issue. None of the dialogue is currently hard coded into the game. Each entity/NPC (basically anything that can talk), will have its own unique save file with all their dialogue printed into it. Each text block has a few special qualities attached to it besides just the text. They ca have a remove tag, which takes something (if the user has), they could have a choice tag, which requires the user to pick a choice, or it could have a lock tag at the end where the character shuts up after the last dialogue.

There are still quite a few options I want to incorporate into this system, first being having a detector for some people to react differently to what item is equipped, speech might change when the user has a specific special/normal item in their inventory, have the NPC move/disappear after some dialogue/item/etc. Multiple speech paths at the same time.

So many options to come!

I worked a ton on saving/loading on the weekend, now everything tends to be in order. I now save more of the user information, where they are in the map, the camera shifts/positions and the user’s inventory. There’s also now a rough main screen that allows the user to choose a new game, or load a game (if there are saves). The controls for these menus have also been re-vamped, I switched the menu screen and the save screen keys with each other for a better feel. Of course though, eventually, these keys will be able to be altered by the user at their discretion. The functionality is already there, just not the practical part of it, it’s on the docket.

I’m going to continue messing around with the dialogue and attempt to clear up most of the needed possibilities that I’ll require. Then I’ll probably shift back to the in game menu to further clean that up. After that I’m planning on adding more map interactions and eventually leading to…. tiles!

(25/1080)

Short animation?

I’m not sure if this will work, but I’ll post it anyways.

Sorry for the awful quality…

It’s supposed to be a short animation (GIF) of how things are progressing with my little… technical demo nightmare. Actually, things are progressing quite well as I’ve had time to sort through a bunch of plausible outcomes. I’m continually making all of the actions, key presses, map events totally robust and flexible.

As from the animation, you can see I’ve settled on a old school screen by screen type of game play a la the original Legend of Zelda on the NES. I was always a big fan of the game. Of course I could always limit this to “dungeons” or other areas, it definitely isn’t totally restricted. This is just simply exiting the frame of the camera by stepping on an exit tile.

Just accomplished this morning I’ve managed to load all of the interactions of the map from a single text file. The plan is to now be able to manipulate the map by placing different objects around the world, saving those new events, and then being able to re-load the map, with the updated changes.

This is basically a small todo/tasklist I’ve compiled
– saving current map on exiting the current map/saving the game.
– finding dialogue/stepped dialogue from text files
– NPC movement (random, fixed)
– changing maps
– new game, load game, settings, exit game options when game is started
– save game, save and exit game, exit game menu while in game.

Back to the grind stone…

At first I was excited…

It was a tad bit of shock this afternoon when I fired up the old blog. I checked and to my surprise, I found 12 pending comments to sift through. Usually they are legit because from what I’ve noticed, wordPress does a pretty good job of filtering spam for the most part.

Unfortunately, they went 0 for 12. Good, fun time, spam.

Anyways, purpose of this post was to show you something I haven’t done in at least a couple of years (I’m too lazy to officially check), and that is to show you a terrible screenshot of mouse. Ha.

Anyways, as you can see, this is a test environment and I’m currently re-learning a lot of scripting nuances about the MapEngine as I haven’t toyed with it in a few years. My end goal is to create all of the systems and presumably all the cases of interaction and game play. After I’m able to complete these, the rest of the game can come together and by god, progress can finally be made.

Can you tell I’ve had some free time?

A new day…

Kind of redundant, because everyday is a new day, but today feels a bit different. I feel a bit more motivated today but I also anchored with a bit more defeat. I have a strong urge to accomplish a few things but lack the will to start them. It’s an odd sensation. The past ten months have been a complete and utter challenge mentally and with the recent passing of four months of unemployment, you start to question your own abilities. Everything really compounds exponentially and quite easily I might add.

What’s on tap?

I haven’t touched Mouse or its imaginary counterpart in a long time. The biggest obstacle in the game is simply the art (update on this near the end of this post). A believe I released Canasta a bit prematurely, without the polish I had desired, this will eventually be corrected in due time, but for now, it’s on the back-burner indefinitely. Traders was released over two years ago… (wait, what??!?!?). I didn’t realize it was that long ago. A plan is in the works to work on a 1.5/2,0 release in the near(ish) future.

Currently I’m scripting and planing an adventure in our IRL Star Wars RP campaign that we had started a couple weeks ago. Currently I have a page splashed with ideas and minor things that I’ve come up. Now I’m just deciding what main adversary they will encounter over the next while and ideas where they can find some of their Jedi training. So many possibilities.

As with being off work for the past four months, I’ve found a spare tire. Unfortunately, that spare tire is attached to my mid-section and its could currently replace a small trailer’s tire in case of a blow out on the highway. So, it’s time to nix this before it becomes a replacement for a tractor tire, the bigger rear ones, not the smaller steering wheels. Anyways, I’ve embarked on a 28 (not sure why 28, seems like an odd (err… ) number) days planking challenge, which seems simple enough, but it only takes a few minutes out of the day to do so. Which brings me to my next challenge…

Hour a day. Yea, I know I’ve attempted something similar in the past, but hey, how are you going to get any better without a hair bit of failure? So, off I go again. I’m not sure if I’m going to blog about it every day, but if I’m home all day anyways, I might as well be a bit productive.

I still can’t believe it’s been 2 years since I released Traders… Fack.

Making up for shortcomings…

I’ve spent the better part of the last couple of weeks going crazy over Canasta. It seems today it has finally paid off. I’m glad to announce that it right near reaching that elusive 1.0. It was a mighty struggle over the last few days in getting the AI to act properly under certain conditions, but after some constructive bug hunting, many of those have subsided. It was surprising to have the AI beat me, even when I could see their hands. I’ll have to dust off some strategies so that doesn’t happen again.

So, what’s missing before the 1.0 release? Well, there’s still a few things I’d like to clean up before I release it to the world (all… 3 of you that might see this,) I want to polish some of the animations I’m currently doing and adding a few tool tips in regards to game-play. It’s bad when you, as the script-er, forget some of the controls and necessary keys to actually play the game. I will also have to write some sort of ‘rules’ document to accompany the game as its not a completely common game to most. I was toying with the idea to have a bit of a sample hand, but I think that’ll be a 2.0 experience.

After the release of Canasta coming soon I can focus my energy on a game that’s been cooking up in my head this past while that just recently started hitting paper. I began thinking that one of my major pitfalls of getting ‘mouse’ or what should starting calling ‘rat’, is the lack of planning. It terms of canasta & traders I’ve actually planned a lot of the games’ GUI, functions and features on paper/word doc. I need to start doing this for ‘rat’ more extensively.

At roughly three o’clock this morning, when I had a bit of trouble sleeping, I opened up notes on my iPhone and started jotting down the ideas and story that I’ve concocted in my brain. Currently I was struggling with how to tie certain ideas together to make it all work. The biggest struggle for sure has been debating between sand-boxing and a more linear story line. As of now, it’ll be a mix of both, with more of a loose story and more of a sandbox given the universe it is loosely (or tightly [undecided]) based in.

But for now, Canasta is going to make the jump to 1.0. Stay tuned.

Back in the saddle…

I’ve been a bit of a rock-star the last few days in regards to getting Canasta finished. I’ve nearly got most cases finished in the new AI scheme and it’s looking rather promising. I hit a few snags after the initial implementation, most being a few type errors on my part, and the other half stemming from me not paying attention or simply using the wrong parameters or creating a new undefined variable. For now it seems as though many of the bugs have been flushed out. Now to add a few more cases for the AI not to play so mindless and to fix some ungodly animation errors. Although, it is fun to see cards fly across the screen in one direction, even though they should be flowing in the opposite direction.

I haven’t done any sprite-ing or art of any kind the last few days. I’ve rather taken the approach of more planning and a bit of recon. The best way to develop a style is to study others. Another big obstacle I’ve stumbled upon is resolution. First, with Canasta, it’s been an issue which needs to be remedied. I need to lower the resolution so it fits on more native displays as most displays have gone widescreen. When I first developed the game I made it for a standard 4:3 display, well it doesn’t fit on my laptop. Once I get everything sorted out behind the scenes with AI and the card handling, I’ll be tackling that as definite.

Back with “mouse” though and resolution, it’s become an issue because it’s hard to develop graphics for a game when you don’t really know the resolution. A few pieces of art and my studying is that it’s much prettier if you can go with a larger resolution, and in some cases, easier. So right now I’m trying to find a new medium in terms of that. I’ve already decided to limit myself in terms of color, by selecting a specific palette. (pretty sure it’s an SNES, but I don’t recall for sure). There is a degree of difficulty when the resolution is smaller, you almost get limited in the detail and some things may seem unclear as to what it is, but then you get to the point “when’s enough, enough?”. So that’s where I’m at for the moment. Sooner or later I’ll crack down and whip up the debug room for the game, but for now, full steam ahead on Canasta.

Taking a small break…

I figure the best way to get back into the swing of things is go back to what I know. I know how to write JavaScript. So JavaScript I will write. I ventured back into the land of Canasta the last couple of days re-familiarizing myself with the code and working to improve it’s polish and fixing the troublesome AI issues I had with it back when it was in development. My goal is to ultimately release it to the world as I did with Traders. I’m hoping seeing some accomplishments with Canasta I could transfer that towards ‘mouse’/’whatever it is’ in the near future.

The problem I’m having with mouse at the moment is the lack of graphics, and my ability to make said graphics. So, the way I see it is that I can struggle fuck making the sprite I need to continue development, then when I’m frustrated, I go back to Canasta which is relatively straight forward. I just need to do it.

So about a month or more ago a few friends told me to download a game on my phone. And… I got hooked.

It’s an amazing game and they really are pushing me towards spending real currency on the game (which so far I’ve refrained from) just because I want so many different characters. I’m a bit of a completion-ist in some regards. Any way, I started a new account on the iPad and already bombed my way up to level 28. I took a different approach this time. Instead of evenly distributing myself across all the characters, I’ve homed in on some key characters I’d like to level up all the way to the end. I’m going for the light side clone army and the dark side’s geonosian race. Definitely pick this game up on android/iphone.

Between playing this game and watching Rogue One an unhealthy amount (that isn’t possible!) it really makes me want to play old Star Wars games, watch all the movies and make a bloody fan game.

Daydreaming…

I spend a lot of time starring at the computer screen with the editor open and just sitting there with a blank face. I tend to occupy that time with Netflix on in the background. More often than not, I find myself paying more attention to the movie or the show that’s on than the screen two inches in front of my face.

I remember roughly eight years ago I couldn’t wait to get off work to come home, fire up a movie and hit up the editor and I just recall going to town. The motivation was uncanny. I didn’t have to sit and ponder up/make a decision in regards to the game, I just did it. Where’d that go?

I also remember one of the true passions behind Traders. It started out because of Asobrain locking up its doors and the lack of means to play Catan regularly. It was a perfect project. There was no planning needed. I knew what to do, what had to be done and how it all worked. I learnt a lot from that project. I learned the in’s and out’s of Sphere’s networking capabilities and I further immersed myself in Javascript as a whole. I’m proud I finished it. I really should step aside and conquer Canasta. but the desire for that is simply not there.

I have so many dreams for Mouse. I catch myself daydreaming about how I view the game in what could be its glory. I can recall the intro and the start of the game before the player has control then it muffles. My vision gets clouded.

Umm… plan? Yea, I’ve got one… kind of.

Right now, my thoughts are this. I’m going to make my hybrid of the two ideas I’ve been fighting with this past while. I’m going to make a “generic” type game that excludes Mouse’s key story/game-play thoughts that make that unique.

“Wait, that doesn’t make sense.”

Here’s my reasoning. I’m going to make this game as much as I can, with the spare/scrap ideas I’ve had before, and with that hope I can concrete the main points/game-play for mouse by this sort of, trial & error. Who knows, sometimes this is how beauty is found. We’ll see.