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[blog] Coaxing 2D platforming out of Unity

An anonymous donor asked a question that I can’t even begin to figure out how to answer, but they also said anything else is fine, so here’s anything else.

I’ve been avoiding writing about game physics, since I want to save it for ✨ the book I’m writing ✨, but that book will almost certainly not touch on Unity. Here, then, is a brief run through some of the brick walls I ran into while trying to convince Unity to do 2D platforming.

This is fairly high-level — there are no blocks of code or helpful diagrams. I’m just getting this out of my head because it’s interesting. If you want more gritty details, I guess you’ll have to wait for ✨ the book ✨.

[dev] Weekly roundup: Slow start

Getting back up to speed, finishing getting my computer back how it was, etc. Also we got a SNES Classic and Stardew Valley so, those have been things. But between all that, I somehow found time to do a microscopic amount of actual work!

  • art: Sketched some stuff! It wasn’t very good. Need to do this more often.

  • fox flux: Finally, after a great many attempts, I drew a pixel art bush I’m fairly happy with. And yet, I can already see ways to improve it! But hey I’m learning stuff and that’s really cool. I’ve been working on a much larger pixel art forest background, too, which is proving a little harder to figure out.

  • blog: After a long period of silence, I wrote about how JavaScript has gotten a bit better lately. More words to come, probably!

I’ve got some high aspirations for the month, so I’m gonna get to it and definitely not go visit my video game chickens.

[blog] JavaScript got better while I wasn’t looking

IndustrialRobot has generously donated in order to inquire:

In the last few years there seems to have been a lot of activity with adding emojis to Unicode. Has there been an equal effort to add ‘real’ languages/glyph systems/etc?

And as always, if you don’t have anything to say on that topic, feel free to choose your own. :p

Yes.

I mean, each release of Unicode lists major new additions right at the top — Unicode 10, Unicode 9, Unicode 8, etc. They also keep fastidious notes, so you can also dig into how and why these new scripts came from, by reading e.g. the proposal for the addition of Zanabazar Square. I don’t think I have much to add here; I’m not a real linguist, I only play one on TV.

So with that out of the way, here’s something completely different!

[dev] Weekly roundup: Apocalypse

Uh, hey. What’s up. Been a while. My computer died? Linux abruptly put the primary hard drive in read-only mode, which seemed Really Bad, but then it refused to boot up entirely. I suspect the motherboard was on its last legs (though the drive itself was getting pretty worn out too), so long story short, I lost a week to ordering/building an entirely new machine and rearranging/zeroing hard drives. The old one was six years old, so it was about time anyway.

I also had some… internet stuff… to deal with, so overall I’ve had a rollercoaster of a week. Oh, and now my keyboard is finally starting to break.

  • fox flux: I’m at the point where the protagonists are almost all done and I’ve started touching up particular poses (times ten). So that’s cool. If I hadn’t lost the last week I might’ve been done with it by now!

  • devops: Well, there was that whole computer thing. Also I suddenly have support for colored fonts (read: emoji) in all GTK apps (except Chromium), and that led me to spend at least half a day trying to find a way to get Twemoji into a font using Google’s font extensions. Alas, no dice, so I’m currently stuck with a fairly outdated copy of the Android emoji, which I don’t want to upgrade because Google makes them worse with every revision.

  • blog: I started on a post. I didn’t get very far. I still owe two for September. Oops.

  • book: Did some editing, worked on some illustrations. I figured out how to get math sections to (mostly) use the same font as body text, so inline math doesn’t look quite so comically out of place any more.

  • cc: Fixed some stuff I broke, as usual, and worked some more on a Unity GUI for defining and editing sprite animations.

I’m now way behind and have completely lost all my trains of thought, though I guess having my computer break is a pretty good excuse. Trying to get back up to speed as quickly as possible.

Oh, and happy October. 🎃

[dev] Weekly roundup: Calming diversions

  • art: Doodled some expressions and an action pose or two. Ended up spending a day or two finishing this little beach picture (tumblr) with probably the best background I’ve ever produced? So that’s nice.

  • stream: I started streaming Oracle of Ages in two-to-three-hour chunks, on a whim.

  • writing: I did a little bit. Dipped my toe in the water, I guess.

  • fox flux: Still approaching finishing the protagonist, which I’ve been avoiding showing because it’s interesting spoilers, but god damn it’s annoying not being able to even show what I’m doing. Anyway I’m really close and then I can start building, like, the game.

  • cc: Stubbed out a scheme for moving between rooms, though it’s not quite usable on maps yet. Implemented one-way platforms. Finally finished splitting player input out of the player actor code. Gave up on finding any other way to do it and started writing my own GUI for defining sprite animations.

I seem to have spent the last few days fighting with obscure tech issues, which is getting pretty frustating, but it happened this week so it doesn’t count for the purposes of this post.

Other than that, I’m making steady progress on… stuff. Just not nearly as fast as I’d like. Never as fast as I’d like. Never enough time in the day, I guess.

[dev] Weekly roundup: Remembering how to draw

  • flora: Put together a visual novel update for glip.

  • art: Lots and lots of doodling, but ultimately not a lot to show for it. There’s a Splatoon thing which came out okay. Mostly just trying to get back into the habit, since I’m reeeally rough at the moment.

  • veekun: Updated. No biggie.

  • fox flux: Asymptotically approaching having the dang player sprites done. So close.

  • cc: Got one-way platforms working spectacularly.

[dev] Weekly roundup: The usual

  • cc: Slopes now work absolutely beautifully.

  • fox flux: Many more player frames; there’s still a little ways to go, but I’ve been making incredible progress.

  • veekun: Wrote effect text for items and abilities, which was by far the most tedious thing remaining. Perfected item and box sprites. Not much left now.

  • art: Doodled a bit?

[dev] Weekly roundup: Let’s get physical

  • cc: I did a lot of physics and a lot of tearing my hair out. I changed ground detection to be based on collision, which opened the door to making slopes work, and clumsily hacked sliding into working. Then I wasted two days banging my head against a wall and getting nowhere.

    (But spoilers for next week: I did get slopes working perfectly on Sunday.)

  • fox flux: Focusing just on player sprites since the game is fundamentally not playable without them. I can finally see the light at the end of the tunnel; almost all of the walking sequences are done, and about half of the forms are more or less done. So, like, 60% of the way there maybe?

  • veekun: Loaded and fixed a bunch of little things that were missing, and now the site is basically functional. Had to fix some more form ordering problems, little obscure connections we forget about with every game, and some issues with evolutions. But I do have a website, and that’s nice. Ideally I’ll have something worth publishing by the end of the month.

And, hm, that’s all. Looks like most of my week went to CC physics, which has me in a mood to work on my book again… horf, so much to do.

[dev] Weekly roundup: Games, mostly

  • cc: I fixed an obscure timing issue and… well, that’s all, how exciting.

    I should really talk about this game more, but it’s big and I’m not the one designing it and I don’t have a good sense of how much we want to keep under wraps yet?

  • blog: I wrote a stream of consciousness about how Nazis are bad.

  • potluck: What? Yes! I worked on potluck a bit, believe it or not. I’ve decided to try procedurally generating the whole game — something I’ve wanted to do for a while, and a decision that has piqued my interest in potluck considerably. Step one was to clean up all my map code, which was entangled with parsing Tiled’s JSON format, to make it actually possible to generate a map. I finally did that and made an extremely basic proof of concept that just varies the floor height.

  • fox flux: The usual brief work on player sprites. The game has a lot of them.

  • gamedev: I made a video game with glip again! It was a birthday present for two of our friends, and it’s extremely specific to them and basically incomprehensible to anyone else, so I haven’t decided yet whether it’d be appropriate to release publicly. But we made something pretty coherent on a whim in two and a half days and that’s nice.

I’m currently working on veekun, which has finally progressed to the point that it has data appearing within the website! Hallelujah. I expect there’ll be plenty of stuff to clean up, but this is a tremendous leap forwards. I’ll be so glad to have this off my plate at last, argh.

[blog] Nazis, are bad

Anonymous asks:

Could you talk about something related to the management/moderation and growth of online communities? IOW your thoughts on online community management, if any.

I think you’ve tweeted about this stuff in the past so I suspect you have thoughts on this, but if not, again, feel free to just blog about … anything :)

Oh, I think I have some stuff to say about community management, in light of recent events. None of it hasn’t already been said elsewhere, and I wouldn’t say it’s really about “online” or has a strong “point”, but I have to get this out.

Hopefully the content warning is implicit in the title.

[dev] Weekly roundup: Taking a breather

Nothing too special about this week; it went a little slow, but that’s been nice after the mad panic I was in at the end of July.

  • cc: I’m getting the hang of Unity and forming an uneasy truce with C#. Mostly did refactoring of some existing actor code, trying to move all the reading of controls to a single place so the rest of it can be reused for non-players.

  • fox flux: I put some work into a new forest background, which is already just… hilariously better than the one from the original game. Complex textures like leaves are one of my serious weak points, but this is forcing me to do it anyway and I’m slowly learning.

  • blog: I finished that post on Pokémon datamining, which ended up extraordinarily long and slightly late.

  • veekun: Dug into some missing stuff regarding items.

  • art: Spent a day or two doodling.

Still behind by one blog post (oops), and slacked on veekun a bit, but I’ve still got momentum.

[blog] Datamining Pokémon

A kind anonymous patron offers this prompt, which I totally fucked up getting done in July:

Something to do with programming languages? Alternatively, interesting game mechanics!

It’s been a while since I’ve written a thing about programming languages, eh? But I feel like I’ve run low on interesting things to say about them. And I just did that level design article, which already touched on some interesting game mechanics… oh dear.

Okay, how about this. It’s something I’ve been neck-deep in for quite some time, and most of the knowledge is squirrelled away in obscure wikis and ancient forum threads: getting data out of Pokémon games. I think that preserves the spirit of your two options, since it’s sort of nestled in a dark corner between how programming languages work and how game mechanics are implemented.

[dev] Weekly roundup: Downtime

I had a few inexplicably rough days, which I mostly spent playing Splatoon, but I’m good now!

  • blog: I got a preposterous amount of work done on a blog post, but unfortunately it’s turning out to be fairly ambitious, so it’s taking a while to finish. Now it’s August and I didn’t post anything at all in July. Oops.

  • vidya: I streamed three hours of playing randomly-chosen fan maps from the entire history of Doom. And for once I turned on VODs, so you can still watch it on Twitch until it’s automatically deleted in a few days.

    I also played, uh, one of the GAMES MADE QUICK??? 1½ entries, which is very shameful. I’ll make an effort to play a few more, soon, I guess?

  • fox flux: I significantly improved and finished grassy slopes, hooray. Drew some more player sprites; only like, uh, 120 to go. Played with particle effects, to (imo) great success.

[dev] Weekly roundup: Never enough

Chugging along.

  • fox flux: Touched up another critter, some more terrain, messing with a background, blah blah.

  • veekun: Pokémon importing is so close. I’ve hunted down how incense affects breeding (which was sort of pointless since there aren’t any new incense), found shapes, dealt with evolution, and filled in a few other little things. It even runs to completion now! But I can’t fully import Pokémon until I import items — oops! — so I’m working on that now.

  • art: Drew some ridiculous nonsense.

  • blog: Been working on a post about datamining, since that’s a thing I’ve been working on lately.

  • cc: I think I basically spent two days squabbling with Unity Collab and the asset store.