Jimmy Chattin - I make better games.

Friday, April 20, 2012

Program All the Things - Mami Update


I’ve recently promised to provide some code samples from our work on Mami, and have been talking about it even longer than that.  So, without further ado, le program:



Let’s start with some puzzles.  Above is the triggering code for the puzzles, and below that is the platforming code that handles various collisions with specific blocks within a level that open doors/grant recognition for this, that, and the other thing.  To reset the platforms, a simple timer will be used.  Easy!


As you can see, the implementation of special “shards” is a bit sparse; their collection throughout a level would activate various bonuses, but creating and managing another array within the game is currently being put on the back-burner.  The question is really how we would like to do it, and again, the time to implement and debug.


The last of the puzzle sections we are using, the map is very straight-forward; if the player is in reach of a special node, allow them to activate it.  Once activated, move to a new frame to show a picture, remove player control (aside for a deactivation button), and revert back to the playing frame once they are done looking at the map.  Only bringing in the picture into the library is the thing left to do.



AI seems to be the most fickle thing currently in our design.  To translate changing XY coordinates between the tiles, the enemies, and the player is just making a mess of things.  The chief programmer and I managed to make good progress on it, but the buggy nature of the beast has caused us to comment-out everything past our “patrol” mode and the self-deletion function.  For a demonstration of what we have, that code should be satisfactory (for the most part).

What’s here is but a very small part of the code structure, but the work I put in to creating these chunks of code helps the game flow in a way such that Team Squaybies may just make our deadline in 2 weeks!  Speaking of deadlines, I’ll let you go until next time.  Take care in commenting and reading future posts; I’m currently grinding through Majesty 2 and the original Half-Life.  Those are … interesting games.

Friday, April 13, 2012

Code in Abundance - Mami Update


With only 2 weeks left before Mami hits the deadline for presentation, the code is coming together, the visual products are being put into place, and the entirety of the project is coming to a head.  Despite setbacks, possibly losing some teammates, and some side project work, Mami is looking forward to its release date!

When code runs smoothly, it is a beautiful thing; when it’s code you’ve made, it’s personally satisfying.  This week saw the chief coder and I implementing the final programs for the three puzzle types we’ve designed: a displayable map, a special-item collection system, and a specific platform combination puzzle dealing with jumping onto certain locations at certain times.  Don’t worry; I’ll be sure to start posting some code snippets.

I hate to leave you so soon, but code not associated with Team Squaybies must be written!  Please comment  if you have any thoughts or questions; I’d love to answer!  Take care until next time.

Wednesday, April 4, 2012

A Short Week and a Short Week to Come - Mami Update


Easter Break: a terrible holiday.  No, it’s not the ham, or the eggs, or the religious aspects about it; it has to be the block of time it takes from the two weeks the holiday falls between.

Thus, 4 days will be lost between this week and next as colored orbs are sought for and pigs are slaughtered.  I pause here as I look upon a wall of stories yet to be completed for Mami… Though a break is much appreciated from the grind of collegiate life, I shudder at how far back Team Squaybies’s development is likely to be.

Despite the woes to come, I must mention the success of Sunday night’s Fools Day game faire.  Both Team Squaybies and Perpetuam Memoriam had a great showing, with playable demos and a large contingent of group members able to attend.  After playing some other games at the faire, Mami received some usable quality assurance testing from an attendee, which our illustrious lead coder found and amended.

Speaking of programming fixes, remember the issue of not loading into the next level at the correct frame?  That was fixed at the faire, too.  Thus, after also garnering video recordings of the commendations put forth for the games I’m working on, our team handled some nagging issues in the various program features.

So, progress was made in this short week.  There likely will fail to be much coming up at least through the start of next week, but I know Team Squaybies can pioneer like the best of them.  Take care, and have a restful weekend!

P.S. Long title FTW.