There aint no party like a cute squid party!
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.
- Beat the game as specified (touch the right, then left, wall)
- Try it without losing any squid bits
- Try it going fast
- Try it going slow
- Try tearing your squid apart completely (his head bits do seperate but is very hard to do)
- Try knocking all the planets out of orbit (pro tip: hump the planet with your squid legs)
- See how long you can drift without touching anything, not even the walls
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 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!
- For trace() to do anything in your flash application you must first compile the application with debug mode turned on, which is off by default.
- Finding out how to turn on debug mode is tremendously hard when you are using the Flex 3 SDK command-line jobby (and tremendously easy in retrospect).
- You must also define two environment variables that aren’t set by default in Windows Vista. Boy I love adding useless environment vars for a single application.
- You must create, from scratch, your own configuration file. This file must be stored in your user directory. Wow, so convenient!
- If you use Flash 8 or earlier, you can tell the config file where you’d like your tracelog to go. Flash 9 or later, it defaults to the oh-so-convenient c:\documents and settings\username\program data\roaming\macromedia\flash\logs\ . Woe betide the person who renames their documents-and-settings directory!
- Googling how to do anything in Flash 3 SDK is impossible since “sdk” is such a generic term, and vastly more popular products “Flash 3 Builder” and “Flash 3 Framework” both experience all the same issues, but have different solutions.
- Flash 2 SDK documentation is all on page 1 of the google results and Flash 3 SDK documentation is on page 4.
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 step where I made my squid with a retardedly huge head
- Build 8 – my lil’ guy is finally coming together and looking like a proper squid! I have his joints hooked up wrong but I’m pretty proud of him.
- Build 9 – I fixed up the squids joints and made him affected by gravity.
- Build 10 – shaped the head a little bit and prevents the arms from being affected by gravity. The long arms still are, just not the short ones.
- Build 11 – changed weight distributions in the squid’s body and placed a few new planet types.
In my latest build, I attempted to create a fully articulated squid that is affected by the world physics.
It took me much too long, but I was able to make an incremental build today that made me way too excited.
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.
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 b:Number = 1.0/3.0;[/sourcecode]

