Wednesday, September 30

Game Cabinet, Project Update (Franklin), Code Tuts

Last week, Evan talked to us about the Game Cabinet, a Windows-based arcade machine in the Union to show off Game Dev games. To get your game working on it, you have only to install your exe on the machine, provide your author etc information in an XML document, and set your game's keyboard controls up with the cabinet's settings. Talk to an officer to get the details on the key bindings and XML format.

We also heard from Franklin, who gave us an update on his helicopter mining / digging game. He's planning on submitting it to a few competitions, with the deadlines approaching in three weeks. Since last time we saw it, the game now has a functioning store, and boundaries on the world, thanks to feedback he had received from club members and outside testers (testing & feedback == very important!)

Dan gave us a high-level tutorial on collision detection theory, using a method of projecting 'shadows' of objects onto axes perpendicular to the polygonal face being checked. He also discussed how to check for a collision between frames (for example, a bullet which is on one side of a wall in the first frame, and on the other side of the wall on the next frame -- of course this must register as a collision, even though no frame has the two objects colliding).

Chris gave a brief word of wisdom on loading grid data from a text file -- for example, loading a 2D map from a file which has rows and columns of 1's or 0's for wall or no-wall. The problem is that loading [row, column position] from a text file (aka reading normally, top-to-bottom, left-to-right) to your map array as [x,y] will reverse X and Y. So, you must switch your nested reading loops to make the program read [y,x], which, when reversed, will give you the correct [x,y].

Tonight, Andrew gave us a more detailed Python tutorial, including drawing to the screen and basic movement, and Justin let us in on a few of his techniques and algorithms for creating procedural maps. (Gentlemen, feel free to provide some more substance to this meek little mention, my notes are non-existent and my mind is failing me. Face-palm!)

From what I (Jono) hear, apparently Thomas, Russell, and Ben also showed their Project Needlemouse (projectneedlemouse.com) at some point, while I was too busy with my weekly Wednesday tacos and rum (it can't be stopped, not even by the pressing duties of the Secretary). Their game is a mock of my Needlemouse, and has garnered them some interesting attention:
  • They received the best comment the internetz have ever spewed forth: "Tails looks like an abortion."
  • The game was featured on Joystiq, and declared "likely less of a disappointment than Sega's upcoming Project Needlemouse"
  • The gents got a contract Flash game offer out of it. How is a mystery to me. But congrats.

Wednesday, September 9

First Meeting Madness!

The first meeting was a madhouse! And by madhouse I mean madhouse of awesomeness! Six returning members gave brief talks about different aspects of Game Development:
  • Thomas talked about Flash Game Development, and showed his new game Bullet Taker.
  • Z and Andrew talked about Python, and showed some of their games.
  • Jono talked about 3D Art / Maya, showed his recent professional work, and announced his new game Needlemouse: The Emerald Hills.
  • Franklin showed us Unity, and presented his new Digger game.
  • Ben showed off Game Maker, along with one of his Game Maker games.
Of course, come to a meeting and talk to the respective presenter if you want to learn more about his field of expertise.