Copperbox revision 2982.
More work on flea motion / control.
In a nutshell the current code is too inefficient. I've spent most of today's coding time looking at why key presses weren't being picked up, but after running it on my (more powerful) laptop I realized the game was dropping keys because it was doing too much processing to fit in the frame rate. Maybe I'll need a faster machine for development, but there are certainly big improvements that could be made to the code first.
Various Small Fires and Code
Sunday, June 16, 2013
Sunday, June 9, 2013
flea circus
Copperbox revision 2981.
Work on the mechanics of flea movement.
Ideally, I want the flea to run with a decaying initial burst of velocity when you press left or right arrow key (if you keep left or right held down the flea keeps running at constant speed). Flea jumping should then 'inherit' the current direction and velocity with no changing direction mid-jump.
I think I have coded this, unfortunately it doesn't work well - using a keyboard doesn't yield a jump key press if you are running left or right (holding down the left or right arrow keys). If you release the left or right arrow key, the deceleration is so quick that the flea is near stationary when a jump key press is registered. This suggests I'm going to need to get a gamepad, though it seems a pity that I can't prototype with the keyboard.
Work on the mechanics of flea movement.
Ideally, I want the flea to run with a decaying initial burst of velocity when you press left or right arrow key (if you keep left or right held down the flea keeps running at constant speed). Flea jumping should then 'inherit' the current direction and velocity with no changing direction mid-jump.
I think I have coded this, unfortunately it doesn't work well - using a keyboard doesn't yield a jump key press if you are running left or right (holding down the left or right arrow keys). If you release the left or right arrow key, the deceleration is so quick that the flea is near stationary when a jump key press is registered. This suggests I'm going to need to get a gamepad, though it seems a pity that I can't prototype with the keyboard.
Sunday, June 2, 2013
flea circus
Copperbox revision 2980.
More work on flea circus:
The first "puzzle" is building a stack of fleas by jumping onto the top of them from platforms (think acrobats making human towers). I've got some of the interaction working - the picture above is a screenshot not a mock up though a few cheats were involved.
More work on flea circus:
The first "puzzle" is building a stack of fleas by jumping onto the top of them from platforms (think acrobats making human towers). I've got some of the interaction working - the picture above is a screenshot not a mock up though a few cheats were involved.
Monday, May 27, 2013
Something new... Flea Circus
Copperbox revision 2979.
I've started something new (the wheels have rather fallen off my sound / music DSLs) - a platform game in Lua using Love and Zoetrope.
The game is being written for Light Night Leeds, Yorkshire's premier one-night only annual art festival. This year's Light Night theme is circus, hence the subject of my game. Light Night works by submission of interest, so I can make a proposal before I actually write the game. This is a necessity for me as I don't want to do all the work on a game only to have it rejected. Of course, if my submission doesn't make the grade I'll stop work on the game and go back to working on Majalan / Orca.
I do hope I get selected though - it will be fun to learn Lua properly and pressure makes pearls so working to an external deadline will be good discipline. As a game is quite a big project, it should make me get my code mojo working again - I've been very slack about committing to Copperbox this year, time for a change.
I've started something new (the wheels have rather fallen off my sound / music DSLs) - a platform game in Lua using Love and Zoetrope.
The game is being written for Light Night Leeds, Yorkshire's premier one-night only annual art festival. This year's Light Night theme is circus, hence the subject of my game. Light Night works by submission of interest, so I can make a proposal before I actually write the game. This is a necessity for me as I don't want to do all the work on a game only to have it rejected. Of course, if my submission doesn't make the grade I'll stop work on the game and go back to working on Majalan / Orca.
I do hope I get selected though - it will be fun to learn Lua properly and pressure makes pearls so working to an external deadline will be good discipline. As a game is quite a big project, it should make me get my code mojo working again - I've been very slack about committing to Copperbox this year, time for a change.
Wednesday, May 8, 2013
majalan
Copperbox revision 2978.
ImpulseMap - added more wrappers to functions in the underlying Data.Map.
This is a flagrant attempt to improve my rate of commits per month as I can do this kind of work without thinking about it (I find it difficult to do real design work after doing the day job). But, even autopilot work is better than no work.
ImpulseMap - added more wrappers to functions in the underlying Data.Map.
This is a flagrant attempt to improve my rate of commits per month as I can do this kind of work without thinking about it (I find it difficult to do real design work after doing the day job). But, even autopilot work is better than no work.
Tuesday, May 7, 2013
majalan
Copperbox revision 2977.
Some work on ImpulseMap. The most salient part is that it now has "correct" stretch and reverse implementations. Having correct stretch and reverse should help me work out how the corresponding operations work for ImpulseEventList which is "modular" with respect to start point (ImpulseMap is always fixed - onset times represent actual, fixed times).
Some work on ImpulseMap. The most salient part is that it now has "correct" stretch and reverse implementations. Having correct stretch and reverse should help me work out how the corresponding operations work for ImpulseEventList which is "modular" with respect to start point (ImpulseMap is always fixed - onset times represent actual, fixed times).
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About Me
- Stephen Tetley
- Disambiguating biog as there are a few Stephen Tetley's in the world. I'm neither a cage fighter or yachtsman. I studied Fine Art in the nineties (foundation Bradford 1992, degree Cheltenham 1992 - 95) then Computing part-time at Leeds Met graduating in 2003. I'm the Stephen Tetley on Haskell Cafe and Stackoverflow.