Browsing the archives for the Space Squid tag

Space Squid: The Game

There aint no party like a cute squid party! Objective: Don’t touch anything! Make sure you get as many Squid Friends as possible (and looking maximal cuteness along the way)! Careful though, you only have 100 InkBottles to propel yourself around the screen with! If you touch anything you’ll end the game, but if you [...]

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Space Squid: RC1

I like calling things Release Candidates because, though it has applied to be a candidate, it will not be the candidate. It has pre-emptively failed. Anyway, BUILD 13. I am really happy about this one. I put some instructions on the screen and even built a prototype level that acts as a neat little sandbox. [...]

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Nirvana for the Content

At the pub tonight I had enough beers that would normally place me firmly in the grips of “drunk.” However, the quantity of food I devoured (well over average) counter-acted the results and placed me in the ultimate perspective of contentedness. I did not feel dizzy or lightheaded; I did not feel any lack of [...]

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Incremental Updates

I was reading some old, old blog posts of mine (from last week) and thought I’d update a bit on what’s going on now. I’ve had a lot of thoughts in the past week that I didn’t think were blog-worthy.. but when summed ended up being quite overwhelming. Prepare yourself! I’ve been working on the [...]

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Motion Captured: Or, setting up tracing sucks.

I spent way, way too many hours today on getting some very simple things done. I had set myself a milestone, though, and by gum I would achieve it! First, a shout out to my girl Aubrey who gave me a rundown on some fundamentals of Object-Oriented Programming that I had not quite picked up [...]

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The Making of a Space Squid

I spent the day making a somewhat realistic Squid object. I even researched some squid physiology to get the dimensions right. After my disasterous failure (in the last post), I went through several iterations: Build 6 – with this build I finally got my spatial coordinates right. Build 7 – this build is a further [...]

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Woops, Sorry Squiddie

In my latest build, I attempted to create a fully articulated squid that is affected by the world physics. I knew when I set out that I wasn’t quite sure of the spatial dimensions of my screen, and I was pretty confident it would be pretty messed up. And boy was I off. I did [...]

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Tethered Planets

It took me much too long, but I was able to make an incremental build today that made me way too excited. It’s officially titled “Build #4.” I figured out how to make some distance joints in Box2D and tethered my planets down. On the backend I have “Pin” objects and “Planet” objects with easily [...]

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Research

I’ve been spending the last few days just researching – reading up on Flash forums and the Box2D common issues. I’ve learned quite a few things and have a better grip on how I’m going to implement this now. One bug that Fantastic Contraption has always had, is the “Collision skipping.” When an object moves [...]

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The Art of Sticking to the Plan

So I ran into a lot of trouble with Flash yesterday. Seems that compiling from the Flex SDK (mxmlc.exe) produces different results from most compilations in any sort of framework. Great example; var a:Number = 1/3; var b:Number = 1.0/3.0; In MXMLC, VariableA is equal to 0, and B is 0.3333. In IDEs (Flash, FlashStudio, [...]

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