(Feb 26, 2021)
We have to set a trap in a hallway. Let's make that more efficient to do. Also, we don't do it in the more efficient way after all. Also invariants. Also: Ron defines 'should'.
(Feb 25, 2021)
I have traps in mind, and smarter monsters. Is that what the day brings? One never knows, do one?
(Feb 24, 2021)
Monster levels should be easy. Then I wander off into code improvement.
(Feb 23, 2021)
Let's get items properly distributed. After that, some leveling, perhaps. I don't know. I'll have to wait and see what I do.
(Feb 22, 2021)
I feel the need to make Dung a bit more like a game, with levels and such. Let's start pushing in that direction.
(Feb 21, 2021)
A second cut at TDDing the music players. Simple isn't easy.
(Feb 20, 2021)
I decide to redo the music playing logic with TDD. Results are mixed.
(Feb 19, 2021)
Music? And then, idk, something else. Maybe refactoring? Poison?
(Feb 18, 2021)
Verbs. Then, who knows?
(Feb 17, 2021)
Today, girls just want to have fun, and so do I.
(Feb 16, 2021)
Combat and the Crawl have been kicking my tail. This does not please me, even a little bit. I'm sure the difficulty is at least partly due to a poor description of the problem, leading to poor solutions. Today I win.
(Feb 15, 2021)
Let's clean some code. Let's also try to make combat more interesting. Let's also try to stay out of trouble. Is that so much to ask? (As usual, the plan changes before long. Also, trouble.)
(Feb 14, 2021)
Happy Valentine's Day. In other news, I have an idea.
(Feb 13, 2021)
A new day dawns. New chai. Consolation from the Zoom Ensemble. Technical debt. And another run at combat.
(Feb 12, 2021)
Wow, he's really dragging this one out, isn't he? Let's do some more Combat, round this out a bit. Later: Things go very wrong. This is a debacle.
(Feb 11, 2021)
Let's work a bit further on combat. I'll start with something easy, but there are some possibly tricky roads ahead. (Plus, Ron comes out against death.)
(Feb 10, 2021)
Let's see how far we can push this 'little language' we're making for combat. I should try something tricky next, to be sure the idea can bear weight.
(Feb 9, 2021)
More on Combat. I have now been advised by my betters on how, possibly, to test this thing. I may have an angle.
(Feb 8, 2021)
Let's start on our new combat logic. But first, those failing tests ...
(Feb 7, 2021)
Now for some magic. How can we get screen effects synchronized with the information crawl? You won't believe this cunning plan!
(Feb 6, 2021)
Everyone thinks they know how I should do combat. There are issues that daunt me. I'm sure there's a pony in here somewhere.
(Feb 5, 2021)
Last night I found a rather embarrassing defect. Fortunately, there are probably lessons to be learned.
(Feb 4, 2021)
More on turn-based. Let's try converting Encounter to a combat round, or writing a new combat round. Or something else.
(Feb 3, 2021)
Input from Bruce. And our turn-based implementation isn't quite good enough yet. I'm not sure what to do about that.
(Feb 2, 2021)
In my roles as Product Owner and Chief Game Designer, I have thrown me in my role as Programmer a curve: We want me to make the system turn-based.
(Feb 1, 2021)
Let's do some more user input. And some planning, not necessarily in any particular order.
(Jan 30, 2021)
You know that thing where they ask you for something no one ever thought they'd ask for? They just asked for it.
(Jan 29, 2021)
Let's talk about some design aspects, starting with the new DeferredTable. Then we'll follow our nose. But there's kind of a paradox.
(Jan 28, 2021)
Let's try a more conventional approach to our deferred collection. First, some words on why it's a good idea.
(Jan 27, 2021)
Let's reach deep into the bag of tricks, and see whether we like what we find there.
(Jan 26, 2021)
Let's use the new Loot object for Health and Keys. That should test the concept and drive out some nice clean generality. (N.B. Plan changes one page in.) Worse yet: hours of confusion!
(Jan 25, 2021)
Loot today. And a possibly interesting problem.
(Jan 24, 2021)
Just some little things. There may be nothing interesting to see here. One never knows, though, do one?
(Jan 24, 2021)
A tricky graphics issue. And about those walls. Is there a problem?
(Jan 23, 2021)
Let's try the wall data. This calls for a slightly different scheme, I think.
(Jan 22, 2021)
An interesting problem. Is there a clean solution, or do I need a bigger hammer?
(Jan 20, 2021)
Random floor tiles, why not?
(Jan 19, 2021)
New Tiles? Torches? Redecorating the Dungeon.
(Jan 19, 2021)
Why do I almost always do something other than I planned to do yesterday? It's a mystery.
(Jan 17, 2021)
Some display work. Then let's start on treasures. I have a cunning plan ...
(Jan 16, 2021)
Damage display, and what about showing attacks? I have a few weak ideas ... WARNING: Big movie files.
(Jan 14, 2021)
Mostly some thinking and planning about behavior. Maybe some code. Now: with movies!
(Jan 13, 2021)
Just a little bit more, for an afternoon's relaxation.
(Jan 13, 2021)
Let's finish up and clean the coroutine message floater, and purge the unused tabs. Then make all the tests run. Then, stick our head up and look around.
(Jan 12, 2021)
More on Encounter coroutine version. Rationalizing not doing much more TDD. Will he be sorry?
(Jan 10, 2021)
I'll save you some reading and trash the first version of this article. I will sum up. Then I'm going to try a coroutine. Hold my chai.
(Jan 9, 2021)
More work on Encounter. I still want the fighters to separate after a round.
(Jan 8, 2021)
Today, more work on combat encounters. I have in mind separating the fighters.
(Jan 6, 2021)
Let's display Encounter results before we enhance it further. This may become tricky, but let's hope not.
(Jan 5, 2021)
More thinking and doing on combat encounters. Can we avoid turn-based?
(Jan 4, 2021)
I'm sorry--I have to do some planning. Then maybe some code.
(Jan 3, 2021)
Tweak attributes. Make some tentative decisions on combat.
(Jan 2, 2021)
Let's try again today to improve the character sheets. I have a new idea. That rarely goes well.
(Jan 1, 2021)
Character sheet for the player today, then a daunting bug, er, defect.
(Dec 31, 2020)
Probably my last article of 2020. Some thoughts on these articles, and the design of OO programs. Perhaps a character sheet for the Player.
(Dec 30, 2020)
I think we need to work on treasures today.
(Dec 29, 2020)
More work on Character Sheets, and a feature idea from Twitter follower WR. Nothing interesting happens.
(Dec 28, 2020)
Levels, treasures, or character sheets, that is the question. The answer is only a bit interesting. One good bit tho.
(Dec 26, 2020)
Monsters. We need more monsters. Bigger, badder monsters.
(Dec 25, 2020)
While I wait to see whether Santa came, I want to enhance Monster movement a bit. This will require the TileArbiter table and code to change.
(Dec 24, 2020)
Not a political idea, but perhaps it should be. But I digress. Let's do on-screen controls.
(Dec 23, 2020)
Let's do some more with the TileArbiter, including plugging it in to actual game play.
(Dec 22, 2020)
If at first you don't succeed, try something different. Sorry, no pics or movies today. Just code.
(Dec 20, 2020)
Probably not THE answer but maybe some small ones.
(Dec 19, 2020)
Brute force FTW, a sound in the silence, and ... I don't know what else yet.
(Dec 18, 2020)
Lighting? Better lighting? In a DUNGEON??? Are you serious?
(Dec 17, 2020)
Let's create a mini-map.
(Dec 16, 2020)
Double dispatch! Chet will be so proud. Or jealous. And Keys!
(Dec 15, 2020)
It's time to put some game-playing features into this thing. That could lead anywhere, but I'm hoping today at least will be easy.
(Dec 14, 2020)
More refactoring: I want cleaner code to work in. Mabe one tiny feature.
(Dec 13, 2020)
Too many notes. Just refactoring today, with reasons why.
(Dec 12, 2020)
More pushing things to Tile. I'm required by law to publish this but I'm not required to like it.
(Dec 11, 2020)
Today I'm interested in learning something about how far to push the 'tile' design. Join me.
(Dec 10, 2020)
Maybe give the monsters a bit of volition. Maybe place them randomly. Maybe some screen controls. Who knows, I just write this stuff.
(Dec 9, 2020)
I believe that the dungeon should have some monsters in it. Let's take a cut at that. Also, I provide an overview of how it works.
(Dec 8, 2020)
I think we should refocus the design a bit, for improved graphics. This promises to confuse me.
(Dec 7, 2020)
Let's limit the Princess's view of the dungeon. I know one way to do that. Let's think of at least one more.
(Dec 6, 2020)
Two nice little things. A short report. Thanks to GeePaw for one of them. A weird explanation for the other.
(Dec 5, 2020)
I'm fairly satisfied with room and hallway generation. It's time to work on what the screen looks like in play.
(Dec 4, 2020)
Let's get some rooms up in this ditch.
(Dec 3, 2020)
It helps if your tests actually check something. Sounds like a good idea, let's try it.
(Dec 2, 2020)
Current plan is to move forward from the little tiled-space experiment, evolving it into a playable game. If I'm right, we should see faster progress. It could happen.
(Dec 1, 2020)
A New Hope, from a New Direction. Yes, that's right, I'm thinking about starting over. Could this be a good idea?
(Nov 30, 2020)
Technical debt, or messy code? Why not both?
(Nov 28, 2020)
Another run at moving into the new hallway rooms and back out again. Fortunately, as I mention at the end, my purpose isn't to show you how smart I am.
(Nov 27, 2020)
Session was a total loss. Do not read: Still working on letting the Princess get out of room one. After creating doorway-hallways as rooms, we're getting close.
(Nov 26, 2020)
So many things to be thankful for here on Thanksgiving. One small one, I hope, is the Rectangle. Then, a wild Andrew appears!
(Nov 23, 2020)
I guess I should work on putting a player in the room and moving her about.
(Nov 19, 2020)
More tiling, trying to make all the floors align.
(Nov 18, 2020)
A new, possibly better idea about room tiling. That may be enough for the day. We'll see.
(Nov 17, 2020)
More like a game, step by step. There's arithmetic involved. I hate that.
(Nov 16, 2020)
There's a bit of cleanup I'd like to do, but I think we have to start making this act more like a game.
(Nov 14, 2020)
The Zoom Ensemble met last night. Our 'work' gave me some ideas. Plus we have an issue to resolve.
(Nov 13, 2020)
My plan, the day notwithstanding, is to get door markers drawn and, with luck, improve the design. But I'm not sure that's what I'd advise.
(Nov 12, 2020)
I wouldn't call them ideas, exactly, but I have some things I want to try.
(Nov 11, 2020)
Is there a difference between creating a better design and discovering one? I think so.
(Nov 10, 2020)
Some thoughts on consistency, clarity, abstraction, and efficiency. A LOVELY REFACTORING!
(Nov 9, 2020)
Feature or improved code? Maybe a feature spike? Who knows, not I.
(Nov 8, 2020)
My recursive pathfinder doesn't work as I thought it did. This cannot endure.
(Nov 7, 2020)
Today I think I need to deal with tiling, or decide that we can do without it.
(Nov 6, 2020)
I've become aware of some issues, as should be expected in a new venture. The question is what to do about them.
(Nov 5, 2020)
Most of what I did yesterday was dreck, detritus, dung. Not very good at all. I plan to revert today and figure out a new plan.
(Nov 4, 2020)
I can't face reality, so I'll keep working on this little imaginary world. At this moment, no idea quite what I'll work on.
(Nov 3, 2020)
Today, I think, separation of the primeval blob of rooms.
(Nov 2, 2020)
Some pals are Zoom-mobbing on a dungeon program that one of us was working on. I'm gonna try one in Codea.
(Oct 28, 2020)
Today, some code review. No big plans. We'll see what we see. I expect to mention Beck's Four Rules.
(Oct 27, 2020)
We'll look at using invader count as a flag to start a new rack. I don't promise to change it.
(Oct 26, 2020)
I don't feel very bright this morning. Let's see if I can prove it.
(Oct 23, 2020)
I have an idea and I can't wait to try it out. Niagara Falls.
(Oct 23, 2020)
Today's plan: Code review, and targets of opportunity. Short morning, just one new class.
(Oct 22, 2020)
Displaying two player score. Beyond that, we'll see.
(Oct 21, 2020)
Attract mode needs to be turned back on. Maybe we should show both players' scores. What about those buttons?
(Oct 20, 2020)
Let's do more on the two-player game mode. We're probably getting to the hard part.
(Oct 19, 2020)
It's time to start on the two-player option. I have ideas but not precisely a plan.
(Oct 18, 2020)
A lesson from history, a surprise refactoring, and, apparently, a sermon.
(Oct 16, 2020)
Not really, but the saucer is looking to score.
(Oct 9, 2020)
Users observe the need for more racks of invaders. That's going to get ... interesting. Also Game Over if they reach bottom.
(Oct 8, 2020)
I've convinced myself that a global would be a better way to handle constants than the singleton. Kill your darlings.
(Oct 7, 2020)
Users have detected a problem. Users, do you hear me? Users!
(Oct 6, 2020)
Improving zombie behavior. Sound adjustments. Maybe more. Maybe less.
(Oct 5, 2020)
Let's take a look at a simple attract mode. Zombies!
(Oct 4, 2020)
More with Singletons. And distractions. And no singletons.
(Oct 3, 2020)
Improving our Singleton and using the idea elsewhere.
(Oct 2, 2020)
There's no reason to think that I'm smarter today than I was yesterday, but I am a bit more experienced.
(Oct 1, 2020)
Touch to Start has me thinking that attract mode might be within reach. Things go Very Wrong.
(Sep 30, 2020)
Saucer Scoring, then whatever makes sense to me at the time.
(Sep 28, 2020)
Another day of improv. Let's see what looks worth doing. (Wow, a factory object!)
(Sep 26, 2020)
What shall we do today? I honestly don't know.
(Sep 26, 2020)
Remarks on a Twitter comment from Jez Higgins.
(Sep 25, 2020)
Another defect. I'm starting to feel ... afraid. That's not a good sign.
(Sep 23, 2020)
Things we might do. And I'm thinking about conditionals. The next trick may surprise you.
(Sep 22, 2020)
I have an idea. Let's find out if it's a good idea.
(Sep 21, 2020)
Maybe some tuning. Do we need more start-up settings? Should the test results disappear? What about a FireControl object?
(Sep 19, 2020)
The world is burning, and I'm really just trying to ignore reality, but in addition, I've made a mistake. Another mistake, that is.
(Sep 18, 2020)
If nothing else, you have to admire me for getting over 100 articles out of ancient video games. Let's do another today.
(Sep 17, 2020)
Better scaling, then more with the saucer, I guess. Plus whatever opportunities we spot.
(Sep 16, 2020)
More with the saucer, that's my plan.
(Sep 15, 2020)
I know the voices in my head aren't real, but they're sure ticked off at me for the past few days of messing up.
(Sep 14, 2020)
Well this goes entirely not as planned. Double Arrgh.
(Sep 12, 2020)
No, not space pirates all of a sudden. I released a fatal defect yesterday. What's up with that?
(Sep 11, 2020)
A couple of small changes to CodeaUnit and my CUBase template. Then let's see what we can improve about Space Invaders. (Saturday: Arrgh, a defect!)
(Sep 10, 2020)
More to do with bombs, especially targeted ones. We need some refactoring as well. The results may surprise me.
(Sep 9, 2020)
I think today we'll work on the bomb timing, and targeting the rolling bomb. Often, what I think will happen is what actually happens.
(Sep 8, 2020)
Let's continue the bomb dropping logic. Our current design can't do what's required.
(Sep 7, 2020)
Speed indicator; Bomb dropping order; Free player, maybe.
(Sep 5, 2020)
Some recovery from repo problems, some work with the clock, whatever else seems right.
(Sep 4, 2020)
The web site with sounds came back, so I'm scarfing them down and starting to install them. Should be mostly straightforward, he said. Except when my repo locked up.
(Sep 3, 2020)
If you're like me, you're wondering what space invaders eat. The answer will surprise you.
(Sep 2, 2020)
Let's damage shields from below, and try to continue small steps toward 'better', whatever we mean by that.
(Sep 1, 2020)
Let's make missiles explode, and continue improving this design.
(Aug 31, 2020)
I want to figure out why this program makes me feel bad. Then do something about it.
(Aug 27, 2020)
Some improvements. But first, a word about less technical matters, the book `x + y`, by Dr Eugenia Cheng.
(Aug 27, 2020)
A bit of planning, a bit of action.
(Aug 26, 2020)
Let's get a start on scoring. This should be easy enough. But--when is too much way too much?
(Aug 26, 2020)
I woke up this morning certain that some of my bitmap calculations were STILL off. Something has to be done.
(Aug 25, 2020)
A bit more exploding. I'm going to continue to let things get messy.
(Aug 24, 2020)
Let's do some damage
(Aug 21, 2020)
It's my ball and if I want to play with it you're not the boss of me.
(Aug 20, 2020)
One of these two things is not like the other ...
(Aug 19, 2020)
If the world isn't flat, how come these invaders keep falling off the edge?
(Aug 18, 2020)
Today we'll try to fix the collision logic to accommodate our origin changes, and to make the invaders explode.
(Aug 16, 2020)
I've moved the good iPad into the TV room and while waiting for our Sunday festivities to start, I'll set up the project's bitmap assets.
(Aug 14, 2020)
Having decided to move to CORNER mode from CENTER, we've got some work to do. I'm hoping this one isn't interesting.
(Aug 13, 2020)
Is it worse luck when Friday the 13th comes a day early? Or a near miss? Time to dig further into bombs failing to miss shields. (Added Friday: It was worse luck.)
(Aug 12, 2020)
I had no plan. Now I have a plan. Check code clarity, then work on shields. Things go ... oddly
(Aug 11, 2020)
Maybe make the invader bombs do some damage? Or what?
(Aug 10, 2020)
My plan for the day is to retrain myself by reading this code that I've not touched for two whole days, and then to see about moving things forward. My guess: invader missiles.
(Aug 7, 2020)
I think today I'll work on making the invaders march back and forth. Right now they just march forth and forth and forth ...
(Aug 5, 2020)
It's 6 bloody AM and I'm programming. What's up with that?
(Aug 4, 2020)
Let's see about extending our square invaders game-like thing to be a bit more like a game.
(Aug 3, 2020)
Twelve articles and no product. What's up with that?
(Jul 22, 2020)
In the real game, the invaders' missiles eat away at the shields. How can we duplicate this effect?
(Jul 21, 2020)
An experiment and some planning. Then even some doing.
(Jul 20, 2020)
Learnings from the ancient scrolls. What shall we do about them?
(Jul 18, 2020)
This one is mostly for the record, if it goes as planned. I'm just going to import some more bitmaps. I recommend against reading this.
(Jul 17, 2020)
Let's see what happens if we try to refactor our little spike into something reasonable.
(Jul 16, 2020)
A bit of an idea about marching, and thoughts about spikes.
(Jul 15, 2020)
I need an idea. Representation is important.
(Jul 14, 2020)
I'm wondering how to move these invaders. Let's do an experiment.
(Jul 13, 2020)
Dave1707 from the Codea forum shows a much better approach to converting the bitmaps.
(Jul 11, 2020)
Importing Invaders. How hard could this be?
(Jul 10, 2020)
I'm having so much fun with Asteroids that I thought I'd look at the old Space Invaders game. I'm sure I'll learn something.
(Jul 9, 2020)
Let's clean up that level handling a bit.
(Jul 8, 2020)
Unfortunately, we need to take things to whole new levels. This'll be fun. (Later: not as interesting as some, but it has its moments.)
(Jul 7, 2020)
Let's get some more modernization up in this baby. I'm sure it's the only reason we aren't selling millions.
(Jul 6, 2020)
Let's see about reducing a Singleton or two, and maybe some more modern graphics.
(Jul 6, 2020)
Our marketing people have a challenging request: modernize the look of this game.
(Jul 2, 2020)
It could happen: I've figured out a good way to handle these callbacks.
(Jul 1, 2020)
We'll continue our code review, with particular attention to our tweens, especially that tricky one.
(Jun 30, 2020)
I feel like reviewing some code. What I learn? Kill your darlings.
(Jun 29, 2020)
We're nearly done here!
(Jun 29, 2020)
Some tweaks to hyperspace seem in order, but I feel that this thing is nearly done.
(Jun 27, 2020)
Enhance Hyperspace?
(Jun 26, 2020)
Perfect saucer shots and a start on hyperspace.
(Jun 25, 2020)
Let's put in some options.
(Jun 25, 2020)
Let's clean up the Aimer and look around. I think we need options.
(Jun 24, 2020)
I really want to crack missile targeting. I've made some observations.
(Jun 22, 2020)
Two things go right. One thing goes horribly wrong
(Jun 20, 2020)
Free ships. Beyond that, maybe some reorganization? No, more like confusion.
(Jun 19, 2020)
Let's finish up the small saucer, and how about testing it this time?
(Jun 18, 2020)
Ships Remaining Indicators. After that, who knows?
(Jun 17, 2020)
After some discussion of things we might do, we decide to do GAME OVER. The results will surprise you.
(Jun 16, 2020)
Run tests automatically, dribs, drabs, and oddities. Pretty calm.
(Jun 15, 2020)
Today I plan to give the saucer the ability to aim its shots. I anticipate zero trouble.
(Jun 13, 2020)
A bit of planning and a bit of doing.
(Jun 12, 2020)
Not really an answer, but just a bit of fun.
(Jun 11, 2020)
Some sound, and saucer needs to stop helping so much.
(Jun 9, 2020)
Let's do collisions. And try to TDD them.
(Jun 9, 2020)
We move saucer and ship in the direction of our new scheme, and get rid of the cloning of the collection. Also took a nice walk.
(Jun 8, 2020)
We made a number of useful changes last time. Let's harvest some value.
(Jun 8, 2020)
I'm sure my double dispatch approach will work fine. But the pattern seems simpler than that ...
(Jun 7, 2020)
Some thinking and working on collisions. Is Ron converting to London School???
(Jun 6, 2020)
I've determined that it's time to collapse some 'technical debt', in small, incremental steps.
(Jun 6, 2020)
We need to improve collision detection. I think we have to do it in one go.
(Jun 5, 2020)
I think this afternoon I'll just push a little further on the saucer. Maybe make it dangerous.
(Jun 5, 2020)
I've decoded how to draw the saucers. Let's see about making them fly. That will require some research.
(Jun 4, 2020)
Some rationale, an experiment, some learning, some protection.
(Jun 3, 2020)
We start asteroids on the edge, which gives us an edge on refactoring.
(Jun 3, 2020)
A new approach to steering. And an apology.
(Jun 1, 2020)
I found some better recordings of the Asteroids sounds. And it's time to trigger new waves.
(May 31, 2020)
Stereo, because I can.
(May 30, 2020)
Based on the 'learning' from #25, let's just make bigger buttons.
(May 30, 2020)
Today I decided to experiment with improved controls. The experiments, um, succeeded oddly.
(May 29, 2020)
New ship, new sounds, learn new tricks, amaze your friends, confuse your enemies. Apply now! UPDATED!
(May 28, 2020)
I think today we'll do waves of asteroids. And some tests.
(May 27, 2020)
I've made yet another mistake. Will the embarrassment never end?
(May 27, 2020)
I reckon it's time to kill the ship when it's hit by an asteroid. I have a clever way to do it and a direct way. Which is best?
(May 26, 2020)
I'm feeling like coding a bit this evening. So stand back.
(May 26, 2020)
Thinking about tests and refactoring. The boss wants a feature.
(May 25, 2020)
I think it's time to move more toward objects. Part of our mission is to decide what we like. And: 'No large refactorings!'
(May 25, 2020)
I thought I knew what we had to do today but I was a bit mistaken. We need more, and better thinking ... and code.
(May 24, 2020)
Just arriving 'at work' this morning, I'm thinking we'll make the Ship move. We need a safe place to land first. EDIT: Arrgh, a defect!
(May 23, 2020)
A report on last night, and a 'major' refactoring. P.S. There is no such thing as a major refactoring.
(May 22, 2020)
A quick report on a short project last night, then let's try to get something nearly playable.
(May 21, 2020)
I looked up tween and my tween example and it seems like just the thing. Let's find out.
(May 21, 2020)
First, I'm really feeling the need to improve this code. But maybe it's too soon to do good work? Plus explosions.
(May 20, 2020)
Displaying different shaped asteroids is nice, but we have an issue of size we might work on for a bit. And let's split them!
(May 20, 2020)
Having converted the 6502 asteroid shapes to Codea style, let's plug them in. This design is starting to bug me, and we'll think about that too.
(May 19, 2020)
Dave1707 offers a much better idea for the conversion of Asteroids graphics into Codea. Let's explore it.
(May 18, 2020)
I found the definitions of the asteroid shapes in DVG language. Let's draw them in Codea.
(May 17, 2020)
I spent last night decoding some graphics chip code on computerarchaeolgy.com, and I managed to draw an Asteroid in the classic style. Today, a look at what I found out. Updated: New Resource.
(May 16, 2020)
I've decided how buttons should work. It only remains to make it so.
(May 15, 2020)
To move forward with this project, the ship needs to be able to move forward. And turn. And fire ...
(May 14, 2020)
OK, Asteroids doesn't have a horizon, but today we'll start on the ship. Shouldn't be too hard: it's a triangle.
(May 13, 2020)
I needed to test some floats the other day. Let's improve CodeaUnit to help with that.
(May 13, 2020)
Today we'll clean up the code a bit. It really needs it.
(May 12, 2020)
Today I decided to draw two square asteroids at random angles. All's well that ends well, but I did get confused.
(May 11, 2020)
For something to do, and because it might be helpful to new Codea users, I'm going to implement an homage to the old Asteroids game.
(May 5, 2020)
The Gilded Rose 'kata' exists in many languages, but I've not seen Codea Lua. Maybe I should fix that bug. This is pretty boring. Skim, don't read. Needed for the record.
(Mar 22, 2020)
Wow. Shapr 3D is neat! I wish I could use it. It's so cool I might warp my process just to fit it into my plans.
(Mar 18, 2020)
This may be the most powerful most frustrating 3D application ever created.
(Mar 17, 2020)
To create reasonable creatures or vehicles, I'd need a decent 3D object creation tool. Ideally, since this is an iPad project, an iPad app.
(Mar 11, 2020)
I am supposedly on a course to make the Orc stay within bounds of our little world. Today might be the day ...
(Mar 9, 2020)
It's probably time to work on behavior, so I want to take a bit of time to look forward at what we might do, might not do, and probably won't do.
(Mar 8, 2020)
It's Sunday. My long-suffering wife is prepping for the upcoming election. On my own, I decided to spike motion for my game creature.
(Mar 7, 2020)
I've decided a bit about the 'game' I'm writing in Codea. This should keep me off the streets for a while.
(Mar 3, 2020)
I've been reading examples and searching the web about terrain generation and I'm ready to start sharing. Brace yourself, this gets pretty random.
(Feb 28, 2020)
I feel I've got my feet firmly on the grass, dirt, and bedrock, and I can see what I'm doing. Time to become confused again.
(Feb 27, 2020)
I think I nearly have a solid place to stand: a tiny application that I understand pretty well. Today we'll clean it up and see what's next.
(Feb 25, 2020)
There's trouble, my friends, right here in river city. Is this little project serving my needs? Am I about to break through to the other side ... or to break through the ice and freeze?
(Feb 17, 2020)
We're at a fairly clean point right now. There are a couple of small topics in the code to consider, but we need to figure out a plan for what's next.
(Feb 17, 2020)
Owing to driver error, I lost all my code versions for the Orc program. We'll speak of recovery and then move on.
(Feb 11, 2020)
In response to some question on the codea.io forum, Dave1707 showed me a neat trick with text. It taught me something, and raised some questions.
(Feb 7, 2020)
The bird experiment worked pretty well. Now it's time to clean it up and consolidate what we've discovered.
(Feb 5, 2020)
I've made a couple of objects move, in two different ways. I figure that topic is spiked. What should I look at next? This session is gonna be rambling, I'll wager.
(Feb 4, 2020)
Today I'll build a different kind of creature, who moves differently from the Orc. The idea is to build up an understanding of where the design needs improvement in terms of flexibility or clarity.
(Feb 3, 2020)
Today I'll review the code, and think about whether to build in some object thinking. I want to ... but should I?
(Jan 31, 2020)
Last time I managed to make a fairly simple Codea Craft program draw an Orc standing on (or near) the floor. Today I plan to make him move a bit, and then to see what I've learned.
(Jan 30, 2020)
Yesterday I managed to move an Orc, by hacking a sample program. Today, let's try to do a clean version to consolidate our learning and ask ourselves some questions. Maybe even begin to answer some ...
(Jan 29, 2020)
I begin trying to make sense of Codea's ambitious and powerful Craft components.
(Mar 4, 2019)
First some refactoring - then some behavior.
(Mar 4, 2019)
I decide to follow Braitenberg's approach a bit more closely, driving the wheels at different speeds rather than rotating the vehicle.
(Mar 4, 2019)
Let's Turn - making our little guy turn. And see the comments on Gross Hackery at the end of the article.
(Mar 4, 2019)
I'm playing in Codea with 'Braitenberg Vehicles', just for fun. I'll be sharing what I do with you all.
(May 27, 2016)
Over the past few days, an ancient twitter thread accidentally revived, talking about how you don't need quality code when you're just validating assumptions. What do the ants have to say about that?
(May 24, 2016)
Tozier and I did a little work on the ants experiment. Lessons are beginning to be learned.
(May 17, 2016)
Tozier posed an interesting problem today, and we decided to work on it at the coffee shop.
(Apr 21, 2016)
I found this picture of a roulette wheel. I wonder how hard it would be to make my little game use it.
(Apr 20, 2016)
Let's finish wiring up our second pass at Jim Jeffries' roulette example, and see what we can see.
(Apr 19, 2016)
I felt I owed it to myself to do Jim Jeffries' roulette exercise, this time with more tests. You won't believe what happened next. (Sorry, I have a click-bait virus.)
(Apr 18, 2016)
Jim Jeffries (no relation) proposed a TDD exercise / challenge. I took it on. The results may surprise you. (Sorry.)
(Sep 5, 2012)
It's time to tell you a bit about the point of this little game we're working in.
(Aug 29, 2012)
In this episode, the code tells us to move toward a subordinate drawable object, the Polyline. We listen.
(Aug 25, 2012)
I'm starting to work on an application in Codea, a Lua system for the iPad. Here's the first spike.