Posts

Showing posts with the label programming

Tadukoo Bible Update 8/22/2020

 I've moved the information for Tadukoo Bible to the Tadukoo GitHub site finally (it used to be on my wiki - which includes a bunch of stuff I've done, and some more of that will likely move over here in the future, but not all of it). From now on, this site will be the main place for Tadukoo Bible information (specifically from its project page ). Tadukoo Bible has been on a bit of a hiatus for a long time now, mainly due to college and other projects taking priority over the past several years for me. Last I touched it, I was trying to convert it into a general thing instead of just a Bukkit plugin, and trying to make a generic Minecraft API, and changing it to download verses from BibleHub to use instead of me having to setup the verse files by copy-paste (like I did for the King James Version back in the day). The general conversion and Minecraft API didn't get very far, but I do have working code to download from BibleHub (it's just not in the plugin itself). I st...

The Story Behind Tadukoo Bible

  Note: This is being copied from the old wiki where I used to hold the information for Tadukoo Bible . It was written years ago as a standalone page for Tadukoo Bible, but to me seems more like it belongs as a blog post now. It will likely be updated as time goes on if I desire (like it has been in the past), but right now I'm just copying it. Original Story Tadukoo Bible is part of the Tadukoo Bible Project. The story of the Tadukoo Bible Project started on July 19, 2013. I (Tadukoo) have been a Christian, and I realized I couldn't think of any Bukkit plugins that were Christian related. I did some research, and the closest thing was SimpleJesus, which was outdated at the time (it might still be), and it basically just made it so you could throw a snowball that would turn into a burning cow and heal yourself and others. I then realized I couldn't think of any Minecraft mods that were Christian related either. I looked for some, and only found one, and it wasn't compl...

Tadukoo Bible Program Advances

 The Tadukoo Bible Program is a program I'm working on that will replace the Tadukoo Bible Bukkit plugin. It took months to make the Bukkit plugin because I was hand-copying verses from biblegateway.com and then formatting them into yml format. Now with the program, I can download them all (and have them formatted into Properties automatically) in 17 minutes. I also wrote a secondary plugin to take those yml files and format them into other yml files to fit into Minecraft books. Originally, it took about 2 minutes per chapter, meaning 39 hours of running the plugin. Now the program takes 2 minutes to do this. The program is being designed so that it can be reused for Bukkit, Spigot, Spout, Forge, Sponge, as a stand-alone program, and much more rather than just Bukkit or one of the others. Currently, it only runs as a program, but I'll soon be making it work with Bukkit (and Spigot). The others will come in time, and hopefully I'll be able to re-use it for so much more in th...

Tadukoo Bible Project

 Recently, I went looking for sources for my apologetics research. I ended up finding an e-book called Apologetics Challenge. The first challenge is to write a mission statement, so I did. I wrote that I want "to creatively hand the world God's knowledge and wisdom". That is my goal in life now, and the basis of the Tadukoo Bible Project. I've realized that the other things I've done or am doing should either be reconciled to this goal or ceased, and I'll write another post describing what will be reconciled and how in the future. This post is to explain the idea of the Tadukoo Bible Project and the things that are already included in it. First I want to explain the goal better. God’s knowledge and wisdom is primarily the Bible, but by extension any truth is God’s truth, so any truth can be included. I separate knowledge and wisdom, because knowledge means simply knowing something is true; wisdom means knowing how to apply that truth. I say creatively to combi...

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...

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 ...

New Year, New Plans

 As I normally do at the new year, I try to make plans for where I'd like to get this year with stuff I'm working on. In this post, I'll be showing my plans for the year for programming and YouTube. Please note that all plans may be changed throughout the year (not in this post), and this only reflects the current plan as of 1/1/16. Plans that have dates closer to the end of the year will probably receive the most change of all. Programming TAG For TAG, I'd like to finish the API, Engine, and Game separation by the end of March. By the end of April, I want to get to v.0.0.7.0, which would put all the Areas from the Prologue into the game. This doesn't mean the Prologue will be complete, just that you can go to all the rooms in there (at least main storyline rooms). By the end of June, I'd like to get to v.0.0.8.0, which would see a Player Select Menu when starting a new game (so you can choose other player sprites if available and choose Markiplier mode once aga...

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

Image
 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...