• Raffler FTW

      Raffler

      Since my last post, I’ve worked on Raffler quite a bit (it got its own domain, for one), making it warmer, juicier, and with a nice glaze around the edges. In sum, it’s approximately % better.

      It’s now almost ready to unveil publicly, after a beta test at UCCSC, a rad tech conference recently held at UC San Diego, so let’s dig into it and discuss some things that changed since last we raffled items in a random fashion.

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    • "Fun" with Javascript Frameworks

      I recently completed a new web app called Raffler that lets you take a list of items (usually names) and then “raffle” them (i.e. randomly choose one). It’s an extension of an older web app I made called Just Pick One, but except for some neat animation I added on the front-end design, the back-end logic was largely the same as always: one big honkin’ funcs.js file full of global variables and methods. Bad Mike, I know, I know, but it’s just how I function when I build from scratch.

      However, I know it’s “wrong” and I should adapt to modern development standards, so after a couple months of on-and-off toying with this new app, I finally modularized it in a more manageable state, but the journey was somewhat perilous as I ventured into the World of Javascript in 2017.

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    • Utter is now Utterly

      Utterly

      Presenting: Utterly, a macOS app that puts a GUI on top of Apple’s built-in speech synthesis technology.

      Download version 1.0!

      My previous attempt, Utter, has been rewritten with state-of-the-art tools and the newest of operating system version. Also, I added a picture of a cow to the app itself (instead of just the icon).

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    • Axeracer, my first Pico-8 game

      Axeracer gameplay

      The Github Game Off is over, and my “finished” product is Axeracer (source). It’s a simple, one-track racing game that has you piloting a little insect car thing with axes for antennae, all the better to “hack” through the grassy track on your way to the finish line.

      This post is not meant to go over every detail of the game, but just to hit on some of the highlights.

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    • Game Development with Pico-8

      Pico-8 Cart Loading

      Spurred on by Github’s Game Off game jam, and inspired by Hook, Line, and Thinker, I’ve decided to use Pico-8 as my game engine workplace, as writing everything from scratch can be a bit of an ordeal. An all-in-one minimalist design shop, Pico-8 has the ability to do the cart, sprites, and audio all in one neat little package.

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    • Gem Warrior: Part 3 (of 3): Gemcutting 101

      (Previous posts 1 and 2)

      For the most part, Gem Warrior is done. What a blast it has been! I’m not sure I’ve worked so hard on a project in a long time.

      I made a game!

      How do I know I’m done? Besides the relative burnout I feel from working on it for a while, the features I most wanted to implement are in, and all the bugs that have cropped up (that I know ;P) are fixed. There is a world of Jool, a player to control, levels and abilities to attain, items to get and use (and equip if appropriate), monsters to fight, some people to talk to, and a final boss to defeat. It’s as complete a game as I’m willing to make it.

      Now, for the first time, I’m going to take a little walk through how the game works, both game-wise and code-wise, which will be long and detailed. However, if you are making a game in Ruby (or whatever), I think it may be enlightening.

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    • Gem Warrior: Part 2 (of Some Indeterminate Number)

      Much progress has been made on Gem Warrior since last I posted, and I’ve learned a bunch about Ruby and how to properly structure a game. I’ve also come to a fairly good stopping point where people can start to actually beta test the game and I can get much needed feedback outside of the echo chamber of my own head.

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    • Gem Warrior: Part 1 (of Who Knows)

      A game where you’re typing words on a command line is not exactly “modern gaming”, but it has a certain charm that tugs at a (hopefully) shared computing nostalgia. Also, it’s a lot easier to program something where the output is text, rather than graphics.

      Thus, I’ve embarked on a game development project called Gem Warrior, a roguelite text adventure, (eventually) replete with a juicy command list, glorious monsters, and a hyperkeen randomized world that challenges you to discover its seemingly boundless majesties, and defeat an Evil Guy to Win the Day!

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    • Don't Beep When You Can Feep

      I’ve been interested in sound and audio for a long time now. Probably from the time I heard my first beep or click from a child’s toy (can’t be sure), my mind got hooked on these air fluctuations and how to make more of them. Once I got into playing guitar and messing around on computers and patterned air movements (i.e. music), this became a fully-realized obsession. Even with all of the complexity inherent in my musical endeavors, the simple things still feel good, and if I can make a simple Ruby gem that can beep at you, then by Thor’s hammer I will!

      Ahem.

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    • Audio Manipulation with NAudio on Windows

      After much frustration with some low-level audio manipulation in Javascript, I decided to change gears and make my first Windows Form application using Visual Studio 2010 and a great 3rd-party audio library. Yes, it’s really 2015; I’m just behind. In this, I have gotten further in my goal of gluing disparate audio files into a single one. Which is pretty great.

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