Game Creation/Design Catch All

Continued working on the Tetris Clone today. Made it part way through the Particle System part (Section 11). I found a capture option that seems to work okay to get both video and audio called OBS. Turns out it has more features than just for streaming stuff. It is a bit of a pain to get setup but it does seem very powerful and it is cross-platform and free. This video was done at the end of Section 10 I think. I am not a great Tetris player and I don't think my code to increase the speed is working correctly. I could probably be further along with this but I keep going off on side ideas like controller support and tweaking some of the colors and slight interface tweaks. For instance I got it working with both the analog sticks today and I think I can streamline the PlayerInput function a bit.

Ho ho! That's looking awesome! Nice work. That looks really slick.

I hope to finally finish Section 6 this evening, and maybe make some headway in Section 7.

Game Design Level Up Day 11

My game isn't as far along as Rykin's, but it's getting more "game-like" by the day. Today I got in full player movement and a starting set of variables for movement delays and drop rates. I'll probably tweak these as I go along.

I also tried out the Giphy Capture app, which worked great. Soooo much easier than what I was doing before. Thanks!

IMAGE(https://i.imgur.com/QlfGNcL.gif)

Hows the feature set on Giphy capture?

I've been using ScreenToGif for the capture and editing and ezgif.com for if I need to do compression or conversion like for the Steam store/news pages. Apparently .png can contain animation data and all browsers (including Steam which is essentially a browser) can play it. On ezgif you can convert a gif to .apng with all the animation data intact and then you can just rename it to .png

Its a weird process but it worked great.

Example:
IMAGE(https://steamcdn-a.akamaihd.net/steam/apps/926870/extras/updownshooting.png)

Finished the tutorial (or at least as much as I am planning on finishing) today. I decided not to implement some of the FX and I have no plans to do the mobile stuff at this time. I did add a keyboard/controller button to change the audio track though. Sort of lost track of time while recording this, was just having fun playing it.

Congrats, Rykin, on finishing up! That looks fantastic! Are you going to try something next?

polypusher wrote:

Hows the feature set on Giphy capture?

In the 10 minutes I've used it so far, it seems pretty robust as far as editing and what not. I'll take a closer look when I make another one.

That's good to know about the .png files. I had no idea!

@Rykin - download links or it didn't happen

polypusher wrote:

Hows the feature set on Giphy capture?

"The essentials" - capture via keypress, for editing you can change the start/end points and add captions, and publish I think supports gif or mp4. Pretty basic publish options, "framerate: low/med/high", etc. Nothing fancy but it covers the bases.

Ironically I'm now locked out of the silly thing because I upgraded macos to see the native capture fangblackbone was talking about. For some reason Apple decided to lock the account I was using and I can't recover it, and I'd installed Giphy through the app store with that account. I guess I'll need to convince the store app to switch to a fresh account, but I'm not sure if that can be done without some kind of data reset. Yecch.

Game Design Level Up Day 13

Well, I missed my first day on Friday. No excuses, I just didn't get it done. I bounced back yesterday with a good session where I added in row clearing to the Tetris clone. At this point it's pretty much a functional game. I hope to get in two good sessions today, one to make up for Friday's miss.

It's interesting to see how this designer approaches the features in the game. I was thinking that clearing levels would be extraordinarily complex, but he put the whole thing together with 4-5 simple functions, with just a handful of lines in each row. It's this part of game design that I feel these sorts of tutorials don't get at very well. It's one thing to follow along and learn the skills, but it's another to conceptualize the execution of a series of events in a game and design a system that works efficiently to accomplish the task. The up-front thinking is so important.

Going forward, I think I'm going to try to figure out how I might handle the upcoming task, then watch his videos showing how he did it. I think that'd be more beneficial to me.

So I started the Learn To Code By Making a 2D Platformer in Unity thing today. I am at section 5 and I don't like it as much as the Tetris one so far. The guy does a few things that are just done wrong (he makes almost every variable public even if there is no reason it should be public for instance). It is overall a very beginner tutorial so far and he did go into the animation system which I have never used so that is cool.

Rykin wrote:

So I started the Learn To Code By Making a 2D Platformer in Unity thing today. I am at section 5 and I don't like it as much as the Tetris one so far. The guy does a few things that are just done wrong (he makes almost every variable public even if there is no reason it should be public for instance). It is overall a very beginner tutorial so far and he did go into the animation system which I have never used so that is cool.

Yeah, it's definitely for beginners. I've been doing that on and off for over a year, when I have the time, and most of the time, I've written whole systems in the time he takes to copy/paste/rewrite some basic stuff, so I may just watch it in the background to get the concepts.

Based on the recommendations here, picked up the Tetris course and the same author's Match-3 Game course for $19.98 together, and looking forward to those.

Actually working on my first game in GameMaker Studio for a hackathon at work this week with trueheart78 and some coworkers. Making a LTTP-alike for training new employees how the different parts of the company work.

Unity 2018.3 is out with nested prefabs, terrain improvements (finally!) and other goodies.

Unity has been pissing me off lately saying that code that I am using is obsolete and that it needs to update it and then it makes a change to the code and stuff doesn't work anymore because it is changing a reference to the component of another object into a reference to that component on the current object which doesn't even have that component.

Still working on that 2D tutorial and the guy really isn't doing stuff correctly in some places, but I am still trying to follow along without changing the code too much. I feel that for every 20 minutes of content I am getting about 2 minutes of knowledge and spending 5 minutes facepalming because of how he decided to do something.

Rykin wrote:

Unity has been pissing me off lately saying that code that I am using is obsolete and that it needs to update it and then it makes a change to the code and stuff doesn't work anymore because it is changing a reference to the component of another object into a reference to that component on the current object which doesn't even have that component.

I updated mid-project once for a course I was taking and it created enough headaches that generally for shorter projects I don't update mid-project. I realize things shouldn't probably be that way, but it's made the learning easier for me than to have to rework the broken things.

Rykin wrote:

Still working on that 2D tutorial and the guy really isn't doing stuff correctly in some places, but I am still trying to follow along without changing the code too much. I feel that for every 20 minutes of content I am getting about 2 minutes of knowledge and spending 5 minutes facepalming because of how he decided to do something.

I don't know enough to recognize when someone's doing something improperly.

I've done enough now to notice some patterns between coders. They almost fall into two camps, the self-taught, patch things together in a way that works coders, and the ones that approach the project from a highly efficient systemic perspective, where they've really thought through how they're going to build something beforehand.

I'd be curious to hear if there are a couple of places in the 2D platformer course where you think that building something that way is a really bad idea, and that he should have done it a different way.