Archive for the ‘games’ Category.

Weekly progress post #89: Slog

Today’s stream was spent mostly on updating Baba’s levels into a new format; I had changed the positions of the various objects in the editor’s “reference map”, so to say, so all the levels were just randomish garbage. I had planned to re-do all the levels by hand but talking about it aloud on-stream made me realize that coding a conversion tool would probably be easier. And so it was! Converting all the levels + adding their names back still took a lot of time, phew. I also started implementing the game’s map again; I’m still missing some features to make the map to my liking so for now I’ll just recreate the old map in order to make sure that I have a fully working version of the game handy when needed. I’d say I need one more stream to be at the point where I have the game fully working again, with some jank here and there. After that it’s just a matter of adding the new map features in order to make the whole system work in the way I want.

In other news, I’ve been super into markov chains again and recently revisited my old generator, this time redoing it from scratch with the generation now being done a letter-by-letter level instead of word-by-word. The results are really promising and I’ve had fun generating texts from a public domain cookbook & the script of The Two Towers:

In fact, this stuff has been so much fun that I finally started a twitter account that I can use to share generated texts I find amusing. It’s called @chaingenerator.

Weekly progress post #88: Yet more editor stuff

Oh yeah, even more editor stuff. Getting close to having all the basic functionality I need in, though! The new editor and its related systems have now fully overtaken the old map & editor screens, although there’s still a bunch of missing functionality (namely beating levels returning the player back to the map & unlocking levels). I think I have a plan for how the general map-unlocking and -traversal loop will work, so I’ll probably be implementing things related to that on the side. There’re also some quality-of-life tools that are dearly needed in the editor, especially when it comes to editing world maps, but they shouldn’t cause too much trouble once I actually get around to doing them.

I made a really funny level during today’s stream; I’ll try to sit on it until the next Screenshot Saturday! :)

Weekly progress post #87: More editor stuff

Got one stream & update off my list! 2 to go. Today’s stream also concentrated on getting Baba’s level editor done, and I’d say it was also very productive! I’ve left the visuals of the UI elements pretty rough because implementing a nice look for them is going to be tedious and hopefully something that can be done later; however, the actual functionality of everything seems surprisingly robust! Lua is of enormous help here, as usual, because with it I need way less workarounds and menu-specific hacks. I’m hoping that sometime next week I’ll have the editor at a state where it can overtake the original level/map system fully.

Weekly progress ost #86: Editor stuff

I’ve been slowly working on Baba’s new, user-friendly editor (and missing updates; I’m behind by 3 at this point!) I started this process now in order to get certain functionality in that I’ll need for my own stuff but that’d require quite a lot of work to implement even in an ad-hoc debug-style editor. There’s one large feature missing but after that I’m about at the point where I can use this new editor for what I originally needed it for; of course after that there’s still a gigantic amount of general polish and feature creep to be done to get it to a point where I can present it to players, haha :D

During today’s stream I got those neat little preview images working as well as implementing a system for menu buttons. Also lots of smaller bugfixes to how the editor works. There’s a high temptation to do things in a hacky, just-get-it-to-work way, but at this point I’m really happy that I’ve taken the time to make things a bit more modular; saves a lot of pain.

Weekly progress post #85: Uhhh

I think I streamed last week but I guess I didn’t make a blogpost? Sorry!!

I tweeted some progress stuff on Baba’s actual level editors and those got a lot of attention and that was cool! I also made some watercolours of Baba:

baba_yeah

Woo!

Weekly progress post #84: Movement update

I had noticed some cornercases/inconsistencies in Baba that turned out to be very much nontrivial to fix, so after some failed attempts I decided to change the way movement works so that instead of moving things having an arbitrary order in which they move, their movements are logged and then made happen simultaneously. I’m slightly worried about new cornercases, but this way of doing things is probably the most sensical one. Next up will be finally redoing the game’s map systen; currently there’s a separate map editor but I want to be able to implement ‘layers’ of maps (i.e. sub-maps and so on) and there’s no real reason why the map editor couldn’t be integrated to the level editor apart from the levels needing some more variables stored.

The image above was just something I found from the on-stream to-do lists from April. Heh, farts.

Weekly progress post #83: Music!!

Yay! Today’s stream was very productive, and I ended up finishing Baba’s main theme (somewhat) along with a map theme and some updated sound effects. I also polished some sprites and did some early work on a trailer. The submission deadline of a certain competition is on Tuesday so this is all happening just in time.

I tried to upload an mp4 to showcase the music I made but alas, the internet doesn’t want to co-operate.

Belated weekly progress post #82: Music??

I streamed for another time this week to catch up with missed streams (one left!) Two new colour palettes were added along with a tool for future trailer-making. I also ran into several really odd bugs that I’m surprised haven’t turned up earlier; luckily they were more about tracking where things go wrong rather than puzzling out how to ultimately fix them. I had noticed a rule inconsistency and dealt with that although that left me with a word I don’t know a good word for; “together” would be perfect but it’s a tad too long! :( Finally, I started working on some music for the game which is great because it’s been on the to-do list for a long time now! I have somewhat of a deadline coming in a week or so and would really want to get some music in before that.

We’re getting close to a trailer here, too! It’ll be super cool to have the game in a state where I can kind of “announce it”. :) Although I’m not sure if I’ll be able to pull doing such an announcement off…

Weekly progress post #81: Pretty colours

Missed another stream! So I’m 2 streams behind again.

On today’s stream I worked further on alternative colour palettes, something I had already begun to implement a bit earlier. I’m intending to divide Baba’s level map into smaller areas, and it’d be cool if all of those could have a different colour scheme. The code I’ve done for this system also allows for things such as a colourblind mode, which is neat. I also added 3 new objects, fixed a really silly bug with the new rule system & spotted a couple new ones. I also redid a level and added another. Dividing the game into smaller areas is probably necessary due to the sheer amount of levels at this point! :O

Belated weekly progress post #80: More not

So yeah, to catch up with missed weekly updated I streamed on two days in a row! Ended up finishing the Not operator (although there’s still a specific word system that doesn’t support it and is in other ways outdated; gotta look at that at some point). I’m afraid that there are some horrible buggy cornercases I’ve overlooked but things seemed fairly solid for now. Unfortunately the game’s FPS has taken a hit due to these recent additions to the code because the game needs to go through more stuff per step. I’ll see what can be done about that.

I also added a new visual feature (that I had added earlier but removed due to technical reasons), an intermediate step of which can be seen above, haha. It needs a bit more work but the basics seem to be ok. Today’s streem was in many ways really productive from a technical viewpoint! Even finished a level started yesterday and added another :)