I’ve been working on a few projects recently, and I figure that now’s as good a time as any to officially announce a couple of them, as well as give a status update. I’ve been doing a little bit of work on YMICAE, but I’m nowhere near where I had hoped to be; I basically got in a few hour’s coding, then schoolwork picked up, then I finally got around to doing a little more coding a few days ago. Like DiceLord, which also needs work, I’m probably going to rewrite at least a substantial part of the system. Continue reading
Designing and writing a game in a short timeline can be daunting, but with proper organization and a solid effort it is far from unachievable. The key to making a game in a very short time is to do a little bit of preparation and outlining ahead of time; an hour or two of prep makes the rest of the design and writing go by very quickly.
Loreshapers is my new pet project, and I’m starting things off big—two contests for game design! Read below the break for more details.
I’m sorry for the fact that every time I’ve been trying to get this blog fired up again I’ve let it slip. I just finished classes for this semester, and it’s been a lot more draining than I expected. I’ve still got a few more things to do over the break, but I’m hoping that I can get on top of things enough to let me keep this blog going well.
Since 1km1kt’s 24-hour game competition seems to have fallen through for this year (though, ostensibly, it could still be held this year, since it is a 24-hour competition and there’s still a couple weeks left in December), I’ll be running my own competition starting in January. More details to come later this week, once I get them finalized. The main purpose of making Wreck Racers is to provide a model for potential participants, since the contest will (hopefully) extend out of the usual 1km1kt community.
XMICAE 0.1.0 is ready for release once I finish a few tasks, namely fixing an issue with the interplay between XMI and the roller (which use separate methodologies) and polishing up the documentation so that it’ll be usable, especially since I went through and changed a lot of the things, and because the roller wound up utilizing only a partial feature set. Notable as well is the fact that I decided not to have the roller have the ability to load files—instead that task is relegated to XMI, which should now neatly load any number of files you specify with a <load> element (similar to an action, but it can’t hold variable changes, only files to be loaded). Continue reading
I was going to switch over to using a new computer the other day, and nobody would have been the wiser had I not run into issues. Long story short, yesterday I had a productive coding session, until the parts for a new machine arrived in the mail. Unfortunately, the day was filled with technical difficulties with these parts (the RAM and the GPU are the only parts that didn’t cause some technical difficulties) so I spent about ten hours today having to do a variety of things to get my computer to boot—which it did for a singular session before something failed. Continue reading
As I write, I’ve just finished up some work on objects for the roller. I hope to be in the testing phase for 0.1.0 by Monday, which will basically entail finishing up the roller. Unfortunately, due to the approaching deadline for my thesis, it’s likely that the project will sit at 0.1.0 for a while as I continue to build up content. This doesn’t mean that I’m not going to be supporting XMICAE, rather it just means that I’ll be feature freezing and focusing on bug fixes and necessary things to get the players through my content, then (hopefully) return to finish it up a little more once I’ve got more time.
Read past the break for more explanation and the XMICAE roll documentation.
I’m working on the roll system. It’s taken me a while to get happy with my design document for rolls, which I’ve entirely scrapped several times because it doesn’t work nicely with XMI and the action outcome functionality. I think this most recent version, however, will be more friendly and have a better outcome. I still haven’t made much progress on implementing prepared statements, either, but I did get sidetracked into working on an XML editor, which I’ll include the very unfinished code for (i.e. doesn’t edit, doesn’t handle all the child nodes like the final version will, but can write new blank files and directories as well as load up finished XMI files) in the next release. Continue reading
XMICAE has now been released on SourceForge. This 0.0.0 release is far from final, but represents a meaningful step toward a finished platform, and is also an opportunity for people to explore and engage with the code as it exists right now. Continue reading
The Scratch 2.0 Beginner’s guide covers a variety of useful skills and applies them to practical applications created with Scratch. Somewhat unlike most tutorials for Scratch, the book focuses on an adult audience of parents and teachers, rather than just focusing on students in its audience; it is not too complex for students to grasp but it does also focus on giving educators and parents ways to explain the projects and Scratch itself to an audience.
Perhaps the most appropriate way to describe this comes out of the author’s own foreword, in which he points out that “I did not set out to write a computer science textbook. It’s… a tutorial… to learn how to use Scratch to create stories, animations, games, or art.” This is not to say that it does not give a good background, but the focus of each project is notably oriented on practical use of Scratch to achieve goals.
The Scratch 2.0 Beginner’s Guide is great as a starting point because it covers all the concerns that a novice to Scratch would have, whether they are tech savvy or not-its automatic saving, block structure, and more are all clearly explained in the early chapters.
The nature of the tutorials are well-balanced. There’s a conscious attempt made to move from novice difficulty to more advanced projects, so the early projects involve simple Scratch activities to demonstrate basic features, replete with in-depth explanations of Scratch’s drawing tools and file management system, while the later projects then move on to more scripting heavy projects. It’s a good flow throughout, and works well to help acclimate a novice to Scratch in ways that are easy to follow and satisfying to complete.
My favorite part of the setup for this book is the way in which it examines Scratch’s available tools. It is immediately apparent that the author is fluent with Scratch and knows how to utilize every possible method at his disposal when working in Scratch, and it comes through in the quality of the explanations throughout the book. While some of the tutorials may not be the most glamorous, focusing on seemingly mundane things like animating a birthday card or building a fortune teller, they manage to do a great job of exploiting a variety of the approaches to Scratch programming and providing a basis for understanding the process of programming rather than just using the methods and functions contained in the examples.
In short, the Scratch 2.0 Beginner’s Guide is set up as a very basic tutorial, but if you’re unfamiliar with either programming in general or Scratch in particular and want to teach a student or yourself to use Scratch, it’s a great starting point and will help you learn not only the basics of using Scratch but also put you onto the path for more advanced projects with Scratch.
Disclaimer: I got a digital reviewer copy of this book from Packt. I was not and will not be financially compensated for writing this review, nor was I pressured to write a positive review.