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Showing posts with the label games

Worldbuilding: Old Maps

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 Since this is the first post in the "Worldbuilding series", I'll be explaining a little bit about that now. Over the years, there have been a bunch of video games I've wanted to make. It ranges from typical RPGs, to Super Smash Bros. clones, to Pokemon-type games, to 1000 Blank White Cards, and more. I was more into the story of games (which is why I liked Super Smash Bros. Brawl's Subspace Emissary), so most of my games involve worldbuilding. The worldbuilding I did ranges from game to game, as some I wrote more story and others I drew more maps, etc. A friend of mine and I got to talking about maps recently and how he had made a fantasy map for his own worldbuilding project in the past. I remembered that years ago, I was drawing my own map of a Pokemon based world (with fake Pokemon I had made up for it). Now this map went through a lot, because I was playing with it, and imagining the history happening with whatever toys I had at the time. So this map is old, ...

Tadukoo Bible Reconciliation

I recently talked about my new goal being the Tadukoo Bible Project , and that things should either be reconciled to the new goal or stopped. This post is about how I can reconcile things to the new goal. Regarding TAG (the game I've worked on programming and have posted about multiple times), to reconcile it, I'd simply have to give it a good moral message (or multiple). Any other games I would make would also need a good moral message or to be specifically about God. The API and Engine I've been designing don't really need reconciled, because they are tools to use to make other programs. Minecraft with Tadukoo would change in some way that I'd talk about God or His knowledge and wisdom in the videos as the main subject. Minecraft: Order of the Stone: A Retelling of the Cave Game would change so that I not only talk about the history of Minecraft, but events from those days in a Christian worldview and potentially my life in those days. Any other YouTube series wou...

Update on Everything

 The purpose of this post is basically to say what my current status is for a bunch of plans I have and where I plan to go with those plans. This is not to be a detailed list of all the plans, just a summary of the plans. Likely posts will be made in the future detailing specific plans more. TAG With TAG, I have done the Tengdev v.0.0.7.0 update, which was to add the remaining Prologue areas that were planned for the game and setup the passages to go between them. That was completed on time on July 31st. Since then, I have simply been updating the game to newer API and Engine versions. The Player Select Menu is still planned for the end of this month, and the More Sounds/Halloween update, Certain Animations/Thanksgiving/Anniversary update, and Debug Improvements/Christmas update are still planned for their respective dates. The "Hacking" Basics update is now planned for January 31, 2017. I have plans for 14 more updates from February 28 to July 10, 2017, which I will discuss ...

New Game Plans

 This post is to talk about my current plans for games. I'll start by going over the plan for TAG and any changes to it, then into the other games, and a little bit about the current API and Engine plans. TAG The goal with TAG for the end of June was to finish the API, Engine, and Game separation, which was Pre-Alpha v.0.0.6.0 of the game. I did separate them, but the meaning of that changed. The original idea was that the API and Engine would be completed (for now at least), which did not happen. There are about 20 changes to the API and 3 changes to the Engine that I'd like to make in order to complete them (when I say complete, I mean get them to a point I'm comfortable with for now, there will of course be more changes in the future). I will consider the API and Engine to be in Beta when I get them to that point. Since v.0.0.6.0, I've been pretty much only working on the API and Engine, and all updates to TAG were simply to update to the newer API and Engine version...

Something I Forgot

 Just as a note before we get started, I always have to type and delete "so" at the beginning of every blog. "So" is my go-to word to start a sentence after thinking about it for a bit. If you see the word "so", I probably thought about that part of the post for a while. Anyway, last post  I talked about the resolutions I made at the start of the year and the updates to them. There's just one thing I forgot. I forgot about the separation of API, Engine, and Game leading to the possibility to create more games and programs easily and that I wanted to make new games and programs in order to improve the API and Engine. That's why in the original resolution ,  I had the section to create two games using the API and Engine. In the current one, I simply said I'd like to make games, but I'm not sure when. The reason I'm bringing this up now is that I've been inspired by Minevolution  (a minecraft cookie clicker-type map), the Upgrade Compl...

Resolutions, Failures, and Changes (Oh My!)

 I posted here  before my New Year's Resolutions (well, some of them), and I'm here now to say: I haven't done them. At least not most of them. I haven't touched TAG since February, I haven't worked on other games or any Bukkit plugins at all, I didn't work on upcoming series for YouTube, there is no season 2 of either Minecraft with Tadukoo or Minecraft: Order of the Stone: A Retelling of the Cave Game, and I didn't make a compilation video for Minecraft with Tadukoo either. What I did do, though, is finish out season 1 of both of those series. And that's it. This post is to update the resolutions. So I'll be stating for each thing where I would be if I had stayed with the original resolution, and then an updated version (which can go into the next year if it needs to). I've also realized that the resolutions I make should be updated more frequently. Because of this, I'll be keeping up-to-date resolutions on either my wiki or somewhere else....

Development of T.A.D.U.K.O.O. I.S. T.H.E. G.R.E.A.T.E.S.T. P.E.R.S.O.N. W.H.O. E.V.E.R. L.I.V.E.D.

 I made the base engine that I planned on doing when I last talked about developing the game. I'm currently working on Pre-Alpha v.0.0.5.22R152 DEV of the game, and I've been thinking about the future of it. The goal of v.0.0.5.22 is to get the game back to working again by making the Controls part of the Engine (/Game within the new Engine?). So far the only thing I need to do yet is to get the Player to display again and get the movement of him down in the Controls. After that, I'm going to remove the old engine stuff (Framework and such), and make sure all of it ended up in the new Engine in some way (no feature loss). From there, I'm going to separate the model and controller stuff in the API, then the Engine (if any), then the Game. After that, I'm going to improve a few classes to be better in the API. Then, I'll make it so that ultimately, everything drawn to the screen is an extension of DrawableObject and that basically all of the API extends from that ...

Current Game Plan

 My current plan with my game (and beyond) is to get the API, Engine, and Game separation finished. That would get it to v.0.0.6.0. Also, then I would have an API and Engine upon which I can build various games. My plan at that point is to make one simpler game (like maybe some Pacman-type game or something). Then I can use that simpler game as something to show people if they ever ask what I've made. Also I can finally say I made my own game from scratch (because the API, Engine, and Game itself would be my own making). Ultimately with the API and Engine, I'd like to have them set-up so that I could make any program using them. So I could make a text editor if I wanted to, or a decoder for some code system I make up. I'd also like to eventually make a program that you can use to create programs from the engine and API. Like it gives you access to the API in order to use it correctly when developing your program, but the engine code is obfuscated at the time. Then when you ...

My Programming Journey

 Before we get started, I'd like to note that I had to correct stuff in here, because it turns out I don't remember the events as well as I thought. Growing up, my parents had dial-up through Juno. This meant all downloads were 2 KB per second and being online meant no one could use the phone. So I didn't get online much. I did get into a few online games, which led to me wanting to be online more. I grew to hate Juno. Somehow with Juno, I got OHRRPGCE and tried making RPG's on it, but failed. I ended up playing the example RPG that came with the program. Eventually I gave up on the RPG's, because it wasn't becoming as great as I imagined. Somehow I also later got Game Maker, and tried making STSB (Super Tadukoo Smash Bros.) on that. I had to look up how to add most of the elements of the game, but I got it working with a Master Hand battle using one attack (from both Master Hand and you) that was like bullets. It had 4 or 5 characters you could play as, but sti...

The Flaws of Developing an API and Engine Bottom-Up Rather than Top-Down

 When I first set out to develop an API for my game, I figured it wouldn't be that hard. I wasn't even thinking about separating the engine as well. When I realized I wanted to separate the engine, I thought I could just continue developing the API and the engine would drop out of it. But it's not that simple. See, first I started with an Object API, making a TangibleObject upon which all in-game objects are built off of. Then I made the Event API to go along with the InteractableObjects in the Object API, and I had to change things in the Game/Engine mixture so that the Events would properly happen. Then I made Location API, which further affected the Game/Engine mixture, forcing a Game API class before I was ready for one. At that point, I decided I'd make a Drawing Engine. As I made the Drawing Engine, I realized that every single API class had to be changed to fit the Drawing Engine and a new base Object API class had to be made (DrawableObject). I also had to make ...

The Development of Pre-Alpha v.0.0.6.0

 The goal of v.0.0.6.0 started out innocent enough: Make extras and optimize the game. (Note: The extras were planned to be tic-tac-toe, snake, and moon lander). Eventually, the goal expanded to include adding sounds, a player select menu, being able to "hack" objects using codes for special easter eggs (or in some cases to progress the game perhaps?), achievements, improving the debugging stuff, improving the save system, making the controls configurable, making animations for going between areas, and having the areas mapped out in text files as a grid. So in the first revision (0.0.5.1R99), I added the basics of the Sound system, adding the background music and a jumping sound (temporary for now). The next three updates were very long, making numerous changes in order to make it so the R number wasn't updated as often (I thought it was too much at the time). In R101 and 102 I decided that the versions working towards v.0.0.6.0 should have "DEV" in the title as...

The Development of My Game

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 The game has come a long way from the beginning until now. I ended up calling it "TAG" as a way to say it quickly. TAG came from the way I named the project folder in eclipse. I named it "TadukooAGame", because I already had "TadukooGame" and A was the first letter of the alphabet. Back when I started on TAG, I had already wanted to make a game, I just didn't have an idea yet. I had looked up tutorials on making games, and I found one that essentially had the code and graphics in it for a moon lander game. What I did was I copied the code from that (by physically typing it), that way I'd be able to better understand it and read it as I go along. After that, I modified the game to be a better moon lander (in my opinion). I also changed the graphics to be in my style. That is what "TadukooGame" had become. I didn't claim the game as my own or share it anywhere, I simply used it to help me better understand programming. Back then, I did...

The Story of My Game

 There's a game I've been working on for over a year now. It originally started out as a joke, but then became an actual game, although it is very early in development. This post is about how the game started. A long time ago, I found OHRRPGCE online (an RPG maker), and I started making games with it. None of them got very far at all. My plan back then was to make 7 games based off a world I imagined where they spread across the history of that universe. For some of the games, I made the titles parodies of Mario game titles. For example, the 6th game was "Tadukoo 64" and the 7th was "Tadukoo Party 7". Back on November 25th of last year, I remembered that I had plans for making those games, and I joked with a friend about what the names may have been (because at the time I didn't know where I had put the papers with the information about them). At first, I joked using names of games I could think of, but I opened a list of Mario games and started basicall...