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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Ticky Tacky
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Farbs
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« Reply #20 on: September 19, 2009, 06:20:48 PM »

Ha, that's great nyarla.

The code editing box is definitely letting the project down at the moment. There's no undo, ctrl-left and ctrl-right down behave correctly, you can't indent/unindent multiple lines at once, and the mouse cursor is bloody hard to see. I'll put a bit more time into this once I get the memory leak issues sorted out.

I've been making 1hr games in my lunch time and having a blast doing it. Will post them as soon as they fit together in a coherent loop. Probably some time in the next week.
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nyarla
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« Reply #21 on: September 19, 2009, 10:27:22 PM »

Had another go at the car game.  Grin

Play it here.

I haven't had a go at joining games up to other games yet, which is sort of the main point I guess. I'll probably wait til the editor's a bit more stable.. Smiley
« Last Edit: September 19, 2009, 10:32:44 PM by nyarla » Logged
Farbs
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« Reply #22 on: September 20, 2009, 01:28:31 PM »

That's fantastic Shocked
How long did it take to write?
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« Reply #23 on: September 20, 2009, 01:53:18 PM »

it might be nice to be able to let people view the source to existing games and make new ones based on them (like the not dissimilar as3 thingy).
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Farbs
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« Reply #24 on: September 20, 2009, 01:57:59 PM »

Totally. You can hit F4 to switch into developer mode and see the source at the moment. I plan to muck around with this driving game a little later on Smiley

What's this AS3 thingy you speak of?
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« Reply #25 on: September 20, 2009, 02:03:55 PM »

Totally. You can hit F4 to switch into developer mode and see the source at the moment.
oh, i missed that!  consider making that marking more prominent :]

Quote
What's this AS3 thingy you speak of?
wonderfl
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Farbs
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« Reply #26 on: September 20, 2009, 02:48:37 PM »

Wow, that's pretty cool. Different I think, but cool.

New version is up, features are:
* Fixed major memory leak (thx to Alexander Gladysh)
* Reduced CPU usage by ~50%
* Centered goto/loading text
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Farbs
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« Reply #27 on: September 20, 2009, 06:13:43 PM »

The start of a new game world (hopefully).
« Last Edit: September 20, 2009, 06:22:33 PM by Farbs » Logged
nyarla
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« Reply #28 on: September 20, 2009, 06:14:55 PM »

yay!

the car thing took a couple hours, mostly redoing what i had done the previous day.. It's a bit of a mess.

aww, Birth of a Funk Monkey is beautiful!

.........*bop*

 Sad
« Last Edit: September 20, 2009, 06:24:43 PM by nyarla » Logged
Ina Vegt
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« Reply #29 on: September 21, 2009, 02:42:09 AM »

Feature request!

Library function, should work similar to the way you load a new game.
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« Reply #30 on: September 21, 2009, 12:25:55 PM »


Wow, that is such an involved 'game over' sequence.
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« Reply #31 on: September 22, 2009, 04:39:54 AM »

I can't program, so I just TIGer Paint'd the draw function. Here's some sort of pirate ship:

Code:
-- Startup code goes here
function init()
end

-- Update loop goes here
function update( delta )

--bg
draw( 0.273, 0.24, 0.71, 0, 0, 320, 200 )
draw( 0.305, 0.45, 0.49, 0, 65, 320, 70 )

--ship
draw( 0.305, 1.00, 0.27, -60, 15, 70, 10 )
draw( 0.305, 1.00, 0.27, -20, 25, 110, 10 )
draw( 0.305, 1.00, 0.27, 0, 35, 110, 10 )
draw( 0.305, 1.00, 0.27, 55, 15, 40, 30 )
draw( 0.305, 1.00, 0.27, 5, -10, 5, 60 )
draw( 0.263, 0.12, 0.94, 5, -10, 45, 34 )
draw( 0.305, 1.00, 0.27, 5, -28, 49, 2 )
draw( 0.305, 1.00, 0.27, 5, -35, 15, 7 )
draw( 0.305, 1.00, 0.27, 5, -45, 1, 10 )
draw( 0.305, 0.45, 0.49, 9, -47, 7, 5 )
draw( 0.305, 1.00, 0.27, -45, -6, 5, 32 )
draw( 0.263, 0.12, 0.94, -45, -4, 30, 11 )
draw( 0.305, 1.00, 0.27, -45, -10, 34, 2 )
draw( 0.305, 1.00, 0.27, -45, -17, 15, 7 )
draw( 0.305, 1.00, 0.27, -45, -27, 1, 10 )
draw( 0.305, 0.45, 0.49, -41, -29, 7, 5 )
draw( 0.305, 1.00, 0.27, 55, -16, 5, 32 )
draw( 0.263, 0.12, 0.94, 55, -15, 30, 11 )
draw( 0.305, 1.00, 0.27, 55, -21, 34, 2 )
draw( 0.305, 1.00, 0.27, 55, -27, 15, 7 )
draw( 0.305, 1.00, 0.27, 55, -37, 1, 10 )
draw( 0.305, 0.45, 0.49, 59, -39, 7, 5 )

end
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Massena
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« Reply #32 on: September 22, 2009, 09:21:16 AM »

On a side note, could we get circles?
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Farbs
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« Reply #33 on: September 22, 2009, 01:50:47 PM »

I can't program, so I just TIGer Paint'd the draw function. Here's some sort of pirate ship:

Code:
-- Startup code goes here
function init()
x = 0
y = 0
t = 0
end

-- Update loop goes here
function update( delta )

-- timing
t = t + delta

-- movement
x = ( ( t * -0.05 ) % 1 ) * 500 - 250
y = math.sin( t * 1 ) * 2 + 10

--bg
draw( 0.55, 0.24, 0.71, 0, 0, 320, 200 )
draw( 0.4, 0.45, 0.49, 0, 65, 320, 70 )

--ship
draw( 0.1, 1.00, 0.27, -60+x, 15+y, 70, 10 )
draw( 0.1, 1.00, 0.27, -20+x, 25+y, 110, 10 )
draw( 0.1, 1.00, 0.27, 0+x, 35+y, 110, 10 )
draw( 0.1, 1.00, 0.27, 55+x, 15+y, 40, 30 )
draw( 0.2, 1.0, 0.5, 5+x, -10+y, 5, 60 )
draw( 0.263, 0.12, 0.94, 5+x, -10+y, 45, 34 )
draw( 0.15, 1.00, 0.27, 5+x, -28+y, 49, 2 )
draw( 0.15, 1.00, 0.27, 5+x, -35+y, 15, 7 )
draw( 0.15, 1.00, 0.27, 5+x, -45+y, 1, 10 )
draw( 1, 0, 1, 9+x, -47+ math.random()+ y, 7, 5 )
draw( 0.2, 1.00, 0.5, -45+x, -6+y, 5, 32 )
draw( 0.263, 0.12, 0.94, -45+x, -4+y, 30, 11 )
draw( 0.15, 1.00, 0.27, -45+x, -10+y, 34, 2 )
draw( 0.15, 1.00, 0.27, -45+x, -17+y, 15, 7 )
draw( 0.15, 1.00, 0.27, -45+x, -27+y, 1, 10 )
draw( 1, 0.45, 0.49, -41+x, -29+ math.random()+y, 7, 5 )
draw( 0.2, 1.00, 0.5, 55+x, -16+y, 5, 32 )
draw( 0.263, 0.12, 0.94, 55+x, -15+y, 30, 11 )
draw( 0.15, 1.00, 0.27, 55+x, -21+y, 34, 2 )
draw( 0.15, 1.00, 0.27, 55+x, -27+y, 15, 7 )
draw( 0.15, 1.00, 0.27, 55+x, -37+y, 1, 10 )
draw( 0.66, 0.45, 0.49, 59+x, -39+ math.random()+y, 7, 5 )

-- water line
draw( 0.4, 0.45, 0.49, 0, 82, 320, 70 )

end

end
Now with animation! Programming is easy, see? I added hue too, not sure about it.

I thought about circles but decided against 'cos part of the goal of the project is to have a minimal api. Also I figure it'd look bad in most situations, it'd dilute the aesthetic, and it'd reduce the impact of the creative restrictions.
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Massena
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« Reply #34 on: September 22, 2009, 02:20:25 PM »

I thought about circles but decided against 'cos part of the goal of the project is to have a minimal api. Also I figure it'd look bad in most situations, it'd dilute the aesthetic, and it'd reduce the impact of the creative restrictions.

Hear hear, that's probably for the best.
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« Reply #35 on: September 22, 2009, 03:45:38 PM »

Coffee That's pretty cool Farbs, it doesn't look too difficult... I'll have to come up with something easy and give it a shot.
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Farbs
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« Reply #36 on: November 01, 2009, 09:42:49 PM »

I made a 1hr boss shmup this morning in competition with Eva-Jolli and Mr Podunkian:
http://www.farbs.org/tickytacky.html?title=Crapshoot&location=http%3A//www.farbs.org/garbage/Crapshoot.lua

I'm still not sure what's stopping the distributed gameworld from happening. I've spent ages thinking about games that could link to or from nyarla's driving piece, but I keep hitting creative blocks. I wonder if creating with this is still too hard.

My reference points are the Spore creature editor, TIGer Paint, plasticine, and that cool flash music toy where you drag notes immediately onto a sequencer grid. With all of these you can poke them a bit to create something complete but not finished -> a picture, a tune, a blob creature. In contrast, the simplest action in TT (draw a rectangle) does not leave you with a complete game. You just get a rectangle on the screen. In fact, it takes a few lines of code just to get something responding to user input. Then you add win and/or lose conditions, then you add feedback response to these conditions, and then you have a complete (but probably unfinished) game. It's almost an hour's work in itself. I've created a few non-interactive animated scenes in TT and I've found the process much more enjoyable, probably because I've been creating the scene right from the start.

I'm not sure I want to create another klicknplay environment though, and I certainly don't want to make people write code in crazy visual languages... I think the way forward is to create simple template games that can be easily modified. A shooter with pluggable enemy behaviours and bullet patterns, a platformer with spikes, an explore-em-up... things like that. I'm still not sure it'll be enough to get other people interested, but if I can at least get myself working on this again I think it'll be a win.
« Last Edit: November 01, 2009, 09:49:15 PM by Farbs » Logged
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« Reply #37 on: November 02, 2009, 05:09:54 AM »

if you're looking to modularize behaviour, how about having custom scriptable entities and then a more wysiwyg editor?  (like a more extensible version of omniludicon)
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Farbs
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« Reply #38 on: November 03, 2009, 03:33:40 PM »

I'm not sure... will check out omniludicon.

New 1hr game: Dance Dance Business Saga (thanks VGNG)
« Last Edit: November 03, 2009, 04:56:20 PM by Farbs » Logged
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« Reply #39 on: November 03, 2009, 04:10:21 PM »

I could make the legs go really far apart.
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