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posts dated from: november 2016

Character Sheet Updates

Character Sheet Updates
Not really sure if any portion of my followers play Pathfinder, but I'm still working on my character sheet manager anyhow! It's actually been a lot of fun to work on since web development is way easier than game development, and I get instant feedback on it from my pathfinder group every time we play.

Here's how it looks now.

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Added fancy icons from the Bootstrap glyphicons and did some formatting work on some of the headers to make them readable.

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Also added a dropdown menu with a "hamburger" button to open it. The icons make it look even cooler than it actually is.

Behind the scenes I made the sheet auto ping the server every 15 seconds so that the player session will remain active and not get garbage collected by the server.

Gameboy Doodle

Gameboy Doodle
I've been messing around with Otter FNA and at some point I'm going to need a test project to throw together. I thought it would be fun to make something in the Gameboy style. Maybe something that looks like this!

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Oh right... I should be finishing Super Sky Sisters...

Doodle Post

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FNA and SDL Events

FNA and SDL Events
I've been poking away at the new version of Otter which will be using FNA instead of SFML. At first I thought it would be super easy and cool to use the XNA "state" systems for input. Stuff like KeyboardState, MouseState, etc. The problem with this though is that at lower framerates this way of detecting input can totally miss inputs.

I couldn't find any examples on how to plug into FNA's SDL event loop, but I eventually stumbled into something that worked. All I knew was that I had to use SDL_AddEventWatch. So here's a quick example on how to use SDL events with FNA:
SDL_AddEventWatch((data, ev) => {
var sdlEvent = (SDL_Event)System.Runtime.InteropServices.Marshal.PtrToStructure(ev, typeof(SDL_Event));
switch(sdlEvent.type) {
case SDL_EventType.SDL_KEYDOWN:
Console.WriteLine("keydown: {0}", sdlEvent.key.keysym.sym);
break;
case SDL_EventType.SDL_KEYUP:
Console.WriteLine("keyup: {0}", sdlEvent.key.keysym.sym);
break;
}
return 0;
}, IntPtr.Zero);
I added this code in the Initialize method of Game, and I'm now getting my own key up and down events. Eventually this will be hooked into my input classes and I should have the same input functionality that SFML Otter has.

Doodle Post

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State of my Brain

State of my Brain
Progress on things has been pretty weird lately. I've been all over the place with what I've been working on and how I've been spending my time. I'm struggling to find things to talk about on the ole blog so I figured I'd write up just a bunch of thoughts and feelings that are bouncing around my noggin.

Super Sky Sisters
I've been feeling like this game is "almost done" for the past year. It's always felt that I'm one bullet point away from finishing it, but each bullet point reveals two or three more that I then have to work on. It just doesn't seem like the game has enough stuff for it to be called "finished." That and I'm also struggling with a lot of anxiety about the game.

Honestly what I really want to do is just release it on itch.io and call it a day, but I feel like I'm missing possible opportunities to do way more with it. Steam, Humble, maybe actually trying to get any sort of press for it... but all of these things make me feel incredibly anxious. I would be perfectly happy just quietly releasing it on itch, but am I just screwing myself over by doing that? I mean I do have to make money on my work otherwise it becomes pretty difficult to eat, but right now the thought of putting Sky Sisters in front of a potentially huge audience makes me feel pretty uneasy and I'm not sure exactly why.

These feelings of weird social anxiety that somehow carries over to my work is probably the biggest reason I haven't hurried up and finished it. My anxiety and "introvertedness" just gets stronger and stronger all the time and I'm not sure how to fight it! Whoops this part isn't exactly about Sky Sisters anymore.