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  • All the recent changes to UCL is in service of unifying the scripting within Dynamo Browse. Right now there are two scripting languages: one for the commands entered after pressing :, and one for extensions. I want to replace both of them with UCL, which will power both interactive commands, and extensions.

    Most of the commands used within the in-app REPL loop has been implemented in UCL. I’m now in the process of building out the UCL extension support, start with functions for working with result sets, and pseudo-variables for modifying elements of the UI.

    Here’s a demo of what I’ve got so far. This shows the user’s ability to control the current result-set, and the selected item programatically. Even after these early changes, I’m already seeing much better support for doing such things than what was there before.

  • Made some more progress on that Godot game. I haven’t gotten any further with the first level of world 2, so I’ve been spending much of my time making mechanics. One of them was the slow moving “level 2” mechanic that I stole wholesale from Super Mario World. That mechanic, despite it being frustrating to speed-runners, was always slightly interesting to me. To have areas of a level become accessible or hazardous just due to a layer of it oscillate up and down, it promised to make for some interesting timing challenges. At least in theory.

    Portion of the new level showing all three new mechanics.

    I decided to put that theory to the test, and start work on one the later levels. And despite being a little skeptical about whether the mechanic could carry through a level on it’s own, I came up with one that I’m reasonably happy with. The mechanic is introduce slowly, and in a rather non-threatening way, proving the player the means to get to higher ground. This leads into the second half, which will be a long underground section which will ramp up the difficulty by introducing the risk of getting crushed or missing platforms.

    To compliment this is a new enemy that rushes the player. The player cannot do anything to defeat this enemy: combat is not really a thing in this game. All they could do is evade it before the enemy gives up. I am reusing the same “green slime” sprite for this but I’m hoping that the differing animations provide some hints of how this enemy’s behaviour differs from that of the simpler one.

    Finally, it was time to consider checkpoints. While the first few levels were too short to justify adding them in, this one is just that bit too long without one. And given the difficulty ramp-up in the second half, having the player go through the slower first half every time they died would probably lead to frustration. So checkpoints are now a thing. They’re not free — costing 5 coins to activate — and they are sometimes mandatory, blocking the player from progressing until they pay the toll. But I think their presence helps with eliminating the areas of the level that would just be boring to play through again and again.

    So yeah, I’m quite happy with this level. And I’m also happy in realising that I’m not bound to building this game in the same progression that the player will experience it. It’s better sometimes to just work on the areas that you’re ready to. I mean, it’s sounds obvious to say that now. Not sure why it took me this long to actually do so.

  • Spent some time over the last few days working on that Godot game, mainly building new mechanics. This evening I started working on an interceptor, something that would jump out of the quicksand in order to disrupt the player’s jump. Here’s an example of how they look in the test bed:

    And yeah, they’re pretty much a carbon-copy of the Podoboos from Mario. But I think there’s a reason they’re still making an appearance in games, years after their debut in Super Mario Brothers. They’re quite a versatile enemy, making jumping challenges a bit more interesting than just seeing whether the player the clear a gap. Plus they’re reasonably easy to make.

    Another mechanic taken from Mario was a switch that revealed coins and tiles for a limited time. Hit it once and the child nodes of this “timed_limited_visible” scene are displayed and activated for 10 seconds, before they disappear again:

    Much like the blue P switch this mechanic takes inspiration from, the switch can only be activated once. So it may be only useful for bonuses and areas the player can afford to miss.

    I had to do some special handling for nested TileMap nodes, since the player could still collide with them even when they’re hidden. How I solved this was nothing too spectacular: basically I just walk the child tree looking for TileMap instances, and when encountering one, just enabling or disabling the first layer:

    func _show_and_activate_children():
        visible = true
        process_mode = Node.PROCESS_MODE_INHERIT
        for tm in find_children("*", "TileMap", false):
            tm.set_layer_enabled(0, true)
    
    func _hide_and_deactivate_children():
        visible = false
        process_mode = Node.PROCESS_MODE_DISABLED
        for tm in find_children("*", "TileMap", false):
            tm.set_layer_enabled(0, false)
    

    Building these elements was fun, but the main problem is that I’m struggling to come up with a centrepiece mechanic for level 2-1, something that defines the level in some way. I have an idea for level 2-2 — this world is set in a desert so I’m hoping to introduce a thirst mechanic — but level 2-1 I’m hoping to keep relatively plain so as to avoid overwhelming the player with too many new things. The fear is to avoid making it little more than what the player encountered in world 1: a series of jumping puzzles over pits. Sure, that’s pretty much the entire game in a way, but some variety would be nice.

    I’m hoping one of these mechanics could help here. I guess I’ll find one once I’ve start seriously building the level.

  • Started working on world 2, and one of the main mechanics of this world: quicksand. It won’t kill the player directly, but it will make it difficult for them to manoeuvre, and getting too low could cause death. Might be one of the more annoying mechanics in the game, but that’s kind of the point.

  • A bit more on Godot this evening, mainly working on pausing the game, and the end-of-level sequence. Have got something pretty close to what I was looking for: a very Mario-esc sequence where the player enters a castle, it start auto-walking the character, and the level stats show up and “spin” for a bit. Not too bad, although I may need to adjust the timing and camera a little to keep the stats from being unreadable.

  • Adventures In Godot: Respawning A Falling Platform

    My taste of going through a Godot tutorial last week has got me wanting more, so I’ve set about building a game with it. Thanks to my limited art skills, I’m using the same asset pack that was used in the video, although I am planning to add a bit of my own here and there. But it’s the new mechanics I enjoy working on, such as adding falling platforms. If you’ve played any platformer, you know what these look like: platforms that are suspended in air, until the player lands on them, at which point gravity takes a hold and they start falling, usually into a pit killing the player in the process: Continue reading →

  • It lives!

  • Prototyped a game I had in mind, sort of a 2D Sokoban-like thing, where you control a robot with a retractable pushing arm that is to push gems to a “receiver” tile. Not entirely sure if it’s fun enough to actually build.

    Used PixiJS to build it. Not a bad framework.

  • So sorry to hear about the loss of @merlinmann's pet lizard, which I just learnt is a central bearded dragon (they're good looking lizards). I didn't include it in the clip but he had some really nice things to say about it.

  • Request for any open-source projects that want to put banner ads on their site: please consider hard-coding the height of your banner to prevent the ad from reflowing the page. Otherwise, it may have an impact on the experience of those reading your docs.

  • Oh, that’s nice. Looks like Obsidian allows you to set the starting ordinal for numbered lists.

    This was something I wish vanilla Markdown had for a while, so it’s good to see at least one Markdown editor embracing this.

  • Just heard the name for John's new app. Must say I kinda like it. It grows on you. No spoilers (except in the clip), but I do appreciate that it follows a similar vein to the crazy names I came up with. It just does it so much better.

  • More fun today working on Blogging Tools. Finished a feature for uploading larger videos to object storage so they can be added to a post using the standard video tag, as opposed to an embedded video player. If you see the screencast below, that means it’s working.

  • That’s it! I’m never going to use a framework that uses Webpack or installs more than 5 Node dev dependencies. Why? Because every time I check it out to work on it, all these dependencies break, and I’m left to spend hours updating them.

    Never again! 😡

  • I wonder if we could convince Ben to order another run of Stratechery mugs shaped like the one he drinks from. I really like my Stratechery mug — it's one I often use — yet the mug he describes here is intriguing.

  • In other building-small-things-for-myself news, I spent a bit of time this morning on the image processor for Blogging Tools. The big new change was adding support for working with multiple source images, instead of just one. This made way for a new “Phone Shot” processor, which arranges multiple screenshots of phone apps in a row, while also downscaling them and proving some quick crops and distribution options.

    This should reduce the vertical size of mobile app screenshots I post here, something that’s been bothering me a little.

  • Agree with @manton here. I used to be quite religious about Test Driven Development, but I'm less so nowadays. For the simple stuff, it works great; but for anything larger, you know little about how your going to build something until after you build it. Only then should you lock it in with tests.

  • Listening to this part of HV got me wondering if the secret to punctual trains is just a whole lot of them. You’re less likely to do something to delay a train — like hold the doors open — if you know the next one’s only a few minutes away, and will arrive on time. One builds on the other.

  • Just to add one point of anecdata to Ben’s experience: I’ve never been happy with the performance of the mobile radio of Pixel phones. You can be in the middle of the CBD and still experience weird dropouts while using mobile data. It’s quite frustrating.

  • While on my walk, I stopped briefly to clear a stone from my shoe and this purple swamphen (or pūkeko for our Kiwi friends) came up quite close to me. Not sure why. Looking for food maybe?

  • My recent exploration of Fyne has got me looking at building a level editor again. Have started work on the viewport, with camera movement using the WASD keys, and a basic mouse tracker for painting cells. Feels pretty good so far, although the cell mouse tracker might need some refinement.

  • Spending some time with the birds. Archie’s on heat, which is why she’s making those chirping noises. Ivy’s happily keeping to herself off to the side.

  • Day Trip to Bundanoon

    Decided to go on a day trip to Bundanoon today. It’s been five years since I last visited and I remember liking the town enough that I thought it’d be worth visiting again. It’s not close, around 1 hour and 40 minutes from Canberra, but it not far either and I thought it would be a nice way to spend the day. Naturally, others agreed, which I guess explains why it was busier than I expected, what with the long weekend and all. Continue reading →

  • Attempting to give head scratches while recording video is more difficult than it looks. 🦜

  • Small Calculator

    Date: Unknown, but probably around 2005 Status: Retired Give me Delphi 7, a terminal control, and an expression parser, and of course I’m going to build a silly little REPL program. I can’t really remember why I though this was worth spending time on, but I was always interested in little languages (still am), and I guess I though having a desk calculator that used one was worth having. I was using a parser library I found on Torry’s Delphi Pages (the best site at the time to get free controls for Delphi) for something else, and after getting a control which simulated a terminal, I wrote a very simple REPL loop which used the two. Continue reading →