30th
We had a soup and stew cookoff at our place last night. It went well. Japanese curry is one of my old standbys, but the accepted way of making that dish is to just open a box and go at it. I’ve been altering my own curry a lot compared to the box’s instructions over the years, and when I (finally) found this recipe for a homemade version of the same curry I couldn’t help but make similar modifications.
In the end I only really followed its instructions on how to make the roux, but the linked recipe is excellent. Here are the alterations which I attempted and recommend:
Pile of Kittens: Day 10
http://stttutter.com/pileofkittens-contest/flash/PileOfKittens.html
Submitted! Unity’s preview Flash support proved uniquely challenging in quite a few different ways at the last second, so I only have four levels and a special new “100 kittens” level now, unfortunately. As far as I can tell everything ended up looking remarkably polished despite the number of surprises on the way there; I’ll have to see if that holds up to another day of scrutiny.
It’s very impressive to be able to create this kind of thing in Flash, but here are the things that went wrong with me for the Unity 3.5 Developer Preview and Flash:
Can’t remove SphereCollider because Mono’s disabled (MonoBehaviour), Mono’s disabled (MonoBehaviour), Mono’s disabled (MonoBehaviour), Mono’s disabled (MonoBehaviour), Mono’s disabled (MonoBehaviour), Mono’s disabled (MonoBehaviour) depends on it
I’ve once again chosen to use music by Connor Humphreys, “Artist of the Fortnight”. This time it was from some of his earlier CC-released work. I think it works very well.
It’s time for sleep. Parts of me are starting to break down. My teeth hurt.
Pile of Kittens: Day 9
I’d still like to wrap up my HUD and win/die logic before sleeping, but my brain’s about done for the night. I’ve got four levels done, which is less than I’d like. Levels take a while, and I really shouldn’t have tried to finish that tank bot ;).
I’m pleased with the title screen and level selection UI. Hopefully I’ll have time for another couple levels tomorrow before I dedicate the rest of the day to adding sounds, but I imagine the survival mode I daydreamed about “sneaking in” tomorrow won’t be making a showing.
Pile of Kittens: Day 8
Despite the extremely late hour now, I actually finished most of my todo list before midnight; it was the things I didn’t think of that pushed me over the edge. On my todo list for today: enemy damage/attacks/effects/animation playback, rainbow trails for kittens when thrown, kitten blinking/damage/death, doors that block the way until N enemies are killed, and kitten counting checkpoints.
Stuff I didn’t think of but realized I really wanted later: Teleporting effects for enemies so they can’t be seen a mile away and buttons that can trigger things. Mucking around with camera work and moving platforms, etc. Adding requirements mid-flow at this stage is hella dangerous, especially with something as vague as “buttons and triggers”. I spent a lot of time tinkering with a bridge that opens in a chain reaction, which is a bit superfluous at this stage. That said, I really needed something besides enemies and dirt to make my levels interesting.
Not all of my todo list got done. I’ll miss you, tank bot! Perhaps I’ll have time for it tomorrow.
Pile of Kittens: Day 7
Added big kittens! Added hills. Made and animated two models for my baddies, coded the movement and attacking for one of them. Worked out a hack to fix the physics of my flash builds being different than my desktop builds: I avoid adding force and instead set velocity whenever possible; I also check if I’m a flash build at run time and increase the velocity accordingly to make up for further discrepancies.
Hopefully I’ll fix the root cause of these issues before the competition ends, but until then I’ll at least be testing/level designing with somewhat consistent physics now instead of being rudely surprised at how crap Mister Overalls is at throwing things in the Flash build :).
I was really hoping to power through and finish all of my enemy logic today; I didn’t. That leaves tomorrow for wrapping up enemies entirely, Wednesday for finishing my levels and UI, and Thursday night for sound and submission. That sounds like a hell of a Wednesday.
I start work again tomorrow. It’s been a great vacation. I’ve been spending a good few hours a day goofing off with family and friends as well as working on this; hopefully going to work won’t actually kill my competition schedule as much as one would think.
Pile of Kittens: Day 6
While still slower than I’d like on machines with slower CPUs, I’ve vastly improved the flash version’s performance. 50 cats is pushing it on my laptop, but it technically runs. Now the main loss is anti-aliasing. This polygonal style definitely takes a hit without those smooth lines. I’ve decided to be consistent regardless and have made some polygon-based grass, terrain and clouds to fill out the scene.
You can check out a test flash version here!
I also fixed a few bugs today, my favorite of which was an animation goof where the main character’s eyes disappeared if you started running at the wrong time.
Pile of Kittens: Day 5
I was feeling pretty decent about the work I got done today. I got the recursive “grounding” of the kitten pile working, fixed the rest of my animation bugs, added vaguely cute squish effects for the kittens when they hit things and get stepped on, and I prettied up the process of picking up and throwing kittens with appropriate animations/kitten moving.
Unfortunately, I went to test the performance of my project in Flash and it was about a tenth of what I experience with standard builds. I’ll have to test things on a Windows machine before I can decide how depressed I’ll be, but enough other things are broken that I’ve got quite a bit of extra work in the pipe.