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Older Stories
Wednesday 03-Dec
  • Blob Redux (26)

  • Tuesday 04-Nov
  • Virtools P5 Glove Building Block (28)

  • Thursday 16-Oct
  • Ragdoll Bull Riding (29)

  • Saturday 11-Oct
  • Fun With Limits (30)
  • Object Precaching Techniques (32)
  • Spring Toolkit (23)

  • Sunday 28-Sep
  • 50th Post, Been Busy (Yet Again) (24)

  • Saturday 20-Sep
  • Game of Life, First Optimizations (19)
  • IGDA Slides - Music Games (23)

  • Sunday 14-Sep
  • Conway's Game of Life (24)


  • Sprinky Levels
    Saturday, July 26 2003 @ 11:51 PM EDT, Matthew
    Over the last week, I created a level-loading system for the sprinky game. Partly to make it easier for me to add in new levels (obviously), but also to create a system that supported both file- and scene-based segmentation. The result was well worth it; development is simplified through external files for each level, and all it takes to convert to scenes for web deployment is running a utility script. I'll post the source along with a deeper explanation of the internals tomorrow, but for now enjoy the frustration of trying the new levels.

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    The Spring's the Thing
    Tuesday, July 22 2003 @ 01:01 AM EDT, Matthew
    One of my friends did his own slinky physics test, which inspired me to create my own. My goal here was to mimic muscle-like motions, such that the slinky powered itself (rather than applying arbitrary forces).

    Control is relative mouse movement; ignore the real cursor, and focus on the red dot. If you tip over, you can right yourself through trashing. The level is a little boring, but it certainly hints at some interesting gameplay possible with this control mechanic.

    Here's the web version, as well as the usual source composition.

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    Egg on a Rope
    Monday, July 21 2003 @ 02:13 AM EDT, Matthew
    I had more functionality planned for this, but didn't spend enough time today to get it working as planned. It represents the rough test of what I have so far; the rope end attempts to move to the cursor location. I'll try to post an updated version along with the other new tests tomorrow.

    Source CMO is also available, although currently represents little more than a hack of the existing rope test.

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    New Account Passwords
    Sunday, July 20 2003 @ 03:05 PM EDT, Matthew
    This site is currently hosted on my personal connection, which recently blocked SMTP port activity across their service. This means that those of you creating accounts won't get the email with your generated password. I do plan to the move the site to a more professional setting sometime soon. But, in the meantime, if you created an account and need a password just email me; I can manually set it.

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    IGDA Slides - Time Analysis
    Sunday, July 20 2003 @ 03:03 PM EDT, Matthew
    Here are the slides I used for my time analysis talk at the last IGDA meeting here. I'm posting this for the benefit of those that were in attendance; I'd imagine they're largely uninformative when taken out of context (no notes on a lot of things, etc). If the topic interests you and you weren't at the meeting, though, feel free to email me for clarification on any of the points. Some new physics tests are hopefully coming tonight, too, if I can remember to get around to them.

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    Status Update
    Thursday, July 17 2003 @ 11:30 PM EDT, Matthew
    Sorry about the lack of posts in the last few days. I've been busy with projects, and also preparing for the upcoming IGDA meeting here. Look for a flurry of updates over the weekend, though.

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    Wacky Springball
    Monday, July 14 2003 @ 02:06 AM EDT, Matthew
    This is technically a mistake, as I was trying to do something completely different. I added an offset to the spring creation, and the result was this nifty collapsing effect. Non-numpad arrow keys to control: left, right, and up to jump if you're touching the ground.

    As always, source CMO is available.

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    Object Iterator VSL Examples
    Saturday, July 12 2003 @ 11:29 PM EDT, Matthew
    These VSL scripts show how to expose iterating over objects to schematic scripting. They use the conventional Loop In/Loop Out behavior structure, for those of you who prefer using BBs over VSL.

    Download is available in a simple example composition here. New gameplay test coming tomorrow, been a little busy again.

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    Importing Group-Formatted Objects VSL
    Thursday, July 10 2003 @ 06:26 PM EDT, Matthew
    This is a simple VSL to faciliate the importing of objects and groups. Object names may be formatted in the following way:

    GRP(Group Name) Object Name

    The VSL will then create a "Group Name" group, if it doesn't already exist, place the object into the group, and optionally rename the object to strip the GRP() tag. It was designed to enable artists and level designers to produce game-ready content without the need for post-export changes in Dev. For more notes on usage, check the VSL source.

    Download is available in a simple example composition here.

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    Content-Filled Tank Test
    Wednesday, July 09 2003 @ 11:35 PM EDT, Matthew
    Thanks to the hardworking efforts of Creath Carter, there is now a content version of the original treads test. In addition to providing a more enjoyable playing experience, his work inspired some additional tweaks and work on the physical setup and utility scripts. The updated tank rig includes a physical turret, projectiles that fire with proper conservation of tank momentum, massively increased stability, and an example system for loading external composition files as game levels.

    After I wrap up the Smallball AI article--it’s almost done, I swear--I’ll write an article about tuning physics systems both objectively for stability, and subjectively for playability and feel. In particular, I learned some valuable lessons in how best to constrain the engine to behave as 2D physics. I’m fairly proud of the polished feel that emerged from the tank test, and hopefully I can pass on some of what I learned to help you avoid the mistakes and frustration I hit along the way.

    Anyway, on to the links: the web version and the usual source CMO. Controls are fairly simple; the turret aims at the mouse pointer, A/D for left/right, R to respot, and N if you’d like the fuzzy look of observing the physics surface normals. The source composition is fairly well-commented, but feel free to email me if you have any questions. Hell, email me anyway--I'd really like to know what more people think of the site.

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    Top Games at Flashbang
    Fun Game Downloads:

    Play Mystery Case Files: Madame Fate

    Play Echoes of the Past: The Castle of Shadows

    Play Mystic Diary: Haunted Island

    Play Redemption Cemetery: Curse of the Raven

    Play Wedding Dash 4-Ever

    Play Shaolin Mystery: Tale of the Jade Dragon Staff


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    About DevLab
    DevLab contains Virtools Dev experiments, examples, and musings by Matthew Wegner of Flashbang Studios, LLC.

    For more information on Virtools, check out their website.

    Feel free to email me with any comments or suggestions for the site.

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