Monday, March 30, 2009

First Playable Prototype

The First Playable Prototype is done. It's still a little too buggy to release yet, but we do plan to release the first level either as a web application for for download.

The trouble with antihistamines is that they sap my enthusiasm. So I really just don't feel like posting much here right now. Need to figure out a way around it.

However, I am making decent progress on the HUD. Which is good, because that's my main assignment right now.

Friday, March 27, 2009

Misery Season

Well it's spring again, and I'm trying out a new allergy medication. Right now, I feel a bit tipsy because of side-effects, but not too bad. What is bad is that I'm still sniffling a little (but not nearly as much as I was last night and early this morning) and the pollen count isn't nearly as bad as it's going to get in a couple weeks.

If I can get the HUD finished tonight anyway, it'll be a good benchmark for what I should be able to do for the rest of the semester.

Friday, March 13, 2009

Making This Weblog Better

I've decided to add some more functionality to my weblog. I'm busy with stuff, but for now I'm adding some links to the side. Have a look at four weblogs I read often, some on a daily basis.

I'm considering doing a lot more with this weblog. Like not only posting more articles more often (and I will be returning to the Torque/Game Maker issue soon, I just need to do them both justice by getting to know GM a little better), but scheduling something every single day. The every-day stuff will mostly be videos, of course, but I may find more stuff to write about when I get into a better posting habit.

Anyway, if I get enough traffic, and get into much better habits about putting stuff up on a daily basis, I am considering putting ads up. I don't think that I'll be making much, but

1) I do pay for hosting this site. If I could get more money from doing stuff with my weblog, I could afford a better URL. Not that I'm complaining about $10 a year for a .org domain, but maybe I can do better.

2) I am a college student and therefore poor by definition. Subsidizing tuition and book costs even a little bit will help.

I'm not looking for comments on this yet. It'll be a couple weeks at the earliest if I decide to go with ads. Sprucing the place up is a much higher priority.

ALSO: I need to do something about this default page layout. It's functional, but three colored dots isn't super-exciting.

ALSO: I will eventually put labels on all the old posts.

Thursday, March 12, 2009

Reason Why Garry's Mod Is Awesome #1

I love Garry's Mod. This is just one of the reasons why:

Watch more videos of TF2


(For those of you unfamiliar with the individual elements of what's going on: the levels are from Half Life Episode 2, the animal dudes are Starfox characters and the other guys are the Heavy and Medic from Team Fortress 2. The spaceships and ornithopter are constructed from in-game props using GMod tools. The whole video is impossible without GMod.)

Tuesday, March 10, 2009

Making The Switch To Game Maker

I've been quiet the last two weeks. "Too quiet." There has been stuff going on behind the scenes and it's finally time to write about it.

A few weeks ago we were pondering switching to something other than Torque to make the game with. Things were discussed, a class was canceled which disrupted the discussions, and some mild drama happened, but eventually two things happened:

1) The Tech Team completed the Tech Demo in Torque. It took us five weeks to make something barely functional.

2) The Tech Team completed a second Tech Demo in Game Maker. It took us less than a week to put more stuff in it than was in the Torque version.

The bottom line is that the Tech Team discovered something we've suspected for a while: Torque sucks for entry-level game development if you don't somehow already know how to use it. It has plenty of good points, which you can easily see from the GG website and the games that have been made with it, but it does have some serious flaws:

1) There is no book for Torque Game Builder. Every book for Torque covers Torque Game Engine instead. This is like trying to teach people how to swim in a pool by demanding that they swim in the ocean first. Even Torque for Teens, which really should cover TGB, starts with TGE instead.

2) Torque is structured to make it very easy to develop games if you've been through Comp Sci I, or an equivalent object-oriented language class such as Java. We haven't done CS1 yet, though this is entirely the fault of the way the Game Design program is currently structured rather than Garage Games' fault. What is Garage Games' fault is this fact combined with #1 above, because this wouldn't be as big of an issue if there was simply a frakking book on Builder.

3) The Torque Developer Network is under renovation and we can't wait that long. Our project is due at the end of the semester.

4) The tutorials leave a lot to be desired. I think the real problem with them is that they're written by people who know what they're doing, so they're failing to explain things in a way that can be easily understood by people who don't know what they're doing. The Fish Tutorial teaches you how to make The Fish Game easily. It says little about how to make Your Game. Too much copying & pasting of code and too little explanation of what the code does.

Game Maker has none of these issues, and lots of "easy things" that just make things easier which I'll be explaining in another post. Game Maker does have it's own issues, which I'll also be explaining later. There are lots of things that Torque can do that Game Maker can't, but it's a better entry-level game development environment.

Also, Game Maker is WAY cheaper.

Wednesday, March 04, 2009

A guy plays the Wind Waker theme by himself.

I have at least three things I want to post here, but I feel kind of "meh" right now.

So for now here's a YouTube video: