Ludum Dare 27 - part 6

Alright, outside of the intro movie and start screen, it's complete. Could use some polish, for sure. Maybe later this week after I turn it in. We came up with a decently funny name for it: Noah's Tasty Confusion. Since the alarm clock is going to kick off in about 30 minutes, I might as well stay up and work on it a bit more. I guess a title screen would be good.

Ludum Dare 27 - part 5

Been tired all day, whew. Good progress, though. Got the dude approaching, talking, eating, talking again, moving on. Got all of Dan's sprites in so far, with special sounds for the ones that have special sounds. All the rest get one of the 8-9 (for each situation) generic lines. Worked out pretty well.

Still need: scoring & the intro "movie". Got to explain how we're tying in that theme somehow. And if we can pull it off, it'll be pretty funny stuff. Dan's lines are already pretty good. Still got plenty of polish to do, but what project doesn't?

Ludum Dare 27 - part 4

Finally made some headway earlier this afternoon/evening. The basic engine is in, I'm just modifying the sound generating object to handle multiple types of animal's specific sounds in addition to just the generic sound effects. Full random would be cake to do, but most of the animal-specific ones are paired, (i.e. the before sound flows right into the after sound) So I've got to figure out a good way (in GM) to make sure that if it picks a non-generic one at random, it'll also play its pair in the later event. Got a few half-ideas. One will coalesce eventually.

Ludum Dare 27 - part 3

Got a little frustrated with GML earlier, but back on track now. Took me nearly an hour to figure out how to reference an (already created) object outside of that object. Turns out that every instance of an object has a number that is a bit overloaded in GML to identify it to GM. In code, the variable is "id".
For instance, you could combine that with the with() function to assign another object's target variable to yourself.

var temp_target = id;
with(obj_Dude){
target = temp_target;
state = "Moving";
}

Ludum Dare 27 - part 2

Calling it a night. Mainly fighting the internals of GameMaker to try and figure out what it calls things. The DnD is great, but sometimes I need to fine-tune something in GML and need to get object references, etc. I'll figure it out tomorrow. For now, I've got "animals" and a dude.
Dan spent a good while working on pre- and post-action sounds and three-frame versions of a decently large number of animals (10+). We're currently working out how the intro and game will interact to tell the story and remind the user of the use of the theme.

Ludum Dare 27

My first LD. Finally getting started with the coding portion of the game. Theme is "10 Seconds". Working with GameMaker for the sheer ease of prototyping. Dan's already started on creating the awesome sound effects over at his place. Let's do this.

A General ALife App Survey

Starting around the beginning of the year, I've been slowly digging into the existing Artificial Life community. I'd been listening to backlogs of the Biota.org and Ape Reality podcasts, especially paying attention to special guests who came in to explain their own particular software. With the exception of maybe the critterding forks, it didn't really seem like there was much scaffolding when it came to building upon prior work/research. I'm sure there's some cross-pollination going on, but not nearly as much as I expected.

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