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@thunkgames
Goodbye Tumblr...
D166
Starting Multiplayer:
The first orders of business for this development version were some unexpected additions for GMxJN:
To integrate the ability for multi-server communication. This allows for the client to communicate with both the game server and the master server.
To add functionality for inter-Java-server communication. This allows for communication between the game server and master server.
My primary accomplishment with the new game server was to give the master server a way to index them and later send them over to the client. While I briefly considered a Minecraft-style fend-for-yourself approach to users finding servers, I decided to opt for the Valve-style centralized index of user game servers. Each server carries with it a customization name, three customization tags, and a 16x16 logo. The master server also tracks the players and max players. Client-side, the index looks like a more advanced version of the single player map selection menu. The menu allows for ascending and descending sorting by max players or players, as well as searches for tags or names. This degree of indexing was possible thanks to the servers being stored in an Apache Derby database server-side.
Closing Remarks:
Now that I’ve missed my mid-December goal by a long shot, I want to go without any specific goals for a while. That being said, I won’t be getting lazy. I want to work on Creo with most of my free time. I’d be lying if I said Overwatch (an early holiday gift) wasn’t a driving factor in my recent slacking, but as I come back from vacation I intend to curb the time I spend playing it. Speaking of holiday and vacations, I will be away from my computer until early January. The good news, however, is that all of my college applications will be submitted by about-then as well, meaning I will have that weight lifted off of my shoulders.
R17 (D165)
Flora and Fauna Part II:
Also known as The Hardly Working Update (get it? Because it hardly works?). No update video.
Next Update:
Multiplayer.
D164
So, About Mid-December...
While I still could meet this master deadline, I’ve failed the Flora and Fauna Part 2 update deadline by two weeks (should be out within a day of writing this post). I greatly underestimated the process of adding all of the back ends for ores, trees, mobs and more. I ended up rewriting the entire server to use the GMxJN framework that I made. Speaking of GMxJN:
Open Sourcery:
A long overdue update-
GMxJN
I just want to fix some bugs, make a tutorial and add a couple more features.
gmfxer
I paid a guy to do it. I got other shit to do.
GMSUIL
On hold.
In Summation:
I crucially underestimated the business of school and the tediousness of some of this stuff I’m working on. A new release should (at least I hope so for my future self) be out tomorrow.
D163
Quest Creation UI:
Done. (Edit: “-ish”)
Mobs Giving Quests:
Done.
Flora X Fauna Part 2:
Finishing up, hoping to get it out by Monday. I’ve been victim to some dead-weight productivity loss recently, so it is turning into a larger struggle than anticipated.
Bug Fixes:
ALL CHUNK LOADING ERRORS ARE FIXED. That is something I’ve wanted to type since October of 2014. I also fixed some other bugs, but I forgot what they were.
D162
Mob Creation UI
It’s done.
D161
Mob Customization:
Finally I find myself implementing a mechanism at a faster pace than I expected! It has been hard finding the time/motivation to work on mob customization UI (something that I expected would take a long time), but the process is not as challenging as I thought it would be. The drawing code was essentially a mix of the drawing code for structures and items, with support for animations. Considering I expected this to take me a week, I’m feeling pretty good. The rest of the UI has been going well. As I write this, I am about 2/3 of the way done with it. The reason I decided to split into another development version is because I didn’t feel like GM:S crashing on me and taking all my new code with it (something that, in YYG’s defence, has only happened twice in something like 3000 hours). Should be getting the mob creation UI wrapped up today.
Monday, December 19th, 2016:
...is when I hope to have Creo on Steam Greenlight. There are a few main reasons for this:
I work better with a deadline, and with how well things have been going lately I think with a small ratcheting up of the heat I can certainly meet it.
This is a few days before my winter break from high school starts. This means I could hopefully get a good number of my classmates with Steam accounts to vote it up.
What do people do a lot over the holidays? Spend time with family? Well, maybe while they are waiting for the next Dota 2 match to start! I found this data online (from 2014 mind you) of top 10 concurrent Steam users count. Notice that all of them are over the most recent holiday break. My theory is that more Steam users will equate to more up votes. And who wants to be a Negative Nancy over the holidays?:
1 /5 /2014 - 7,806,604
12 /29 /2013 - 7,679,922
1 /2 /2014 - 7,677,290
1 /1 /2014 - 7,641,163
1 /4 /2014 - 7,640,973
12 /30 /2013 - 7,550,632
1 /3 /2014 - 7,536,141
12 /26 /2013 - 7,507,101
12 /28 /2013 - 7,506,212
12 /27 /2013 - 7,467,158
This will allows me to focus on midterm exams, which are mid to late January (basically a week or two after break ends).
Flora X Fauna Part II
To maintain the current schedule I have created for myself, a new release will be arriving next Monday, November 14th (”November what year XDDDD”). I like Mondays because it allows me to work through the weekend and have a bit of an extra day to do the administrative stuff that comes with a new release (an assload).
D160
And here we are, with the last devlog in what I call the “well shit, I haven’t made a devlog in over a month I should probably do that so I can look back and laugh at where I was a year from now” series. Lets begin, shall we?
User Created Structures:
I created the user interface for designing structures. This will make creating the mob UI a lot easier, because the new drawing system supports different widths and heights (other than 16) which would have been impossible under the previous system.
The Road to a Release:
Its going to be a long and tiring one, but here is what I would need to push out a release
If I finished this stuff I could release The Friendly Update:
Game Maker and Java Networking (GMxJN) finished (its mostly finished)
Multiplayer (yep, just one step... one long, tedious, painful step)
Rewrite master server
If I finished this stuff I could release Flora X Fauna Part 2:
Mob riding fixes
Weapon charge/cooldown
Undergound structure spawning
Quest creation UI
Mob creation UI
Tree, ore, structure, mob and quest saving and server-side
Sappling blocks
And if this asset is released...
Integration of asset
Bucket overhaul
Liquid block overhaul
So, in summation, it could be a while.
D159
Flight in “God mode” finally works now. This was an addition of today and the rest of this post will focus on additions made during D159. Just something to keep me away.
Ores
Custom ores have been introduced, with a variety of customizable properties. I decided to switch from a blob system to a worm-like algorithm which should give users some more control. It should also produce some better-looking caves. As with trees, all in game ores have been converted to this system.
D158
An unrelated GIF to spice up an otherwise boring devlog.
Trees
In this update, I introduced a client-side interface for user created trees. Inputs include min and max width and height, leaf to trunk ratio, and 6 constants to control the shape of the trunk and leaves.
I also rewrote the function for creating tree blockmaps and converted the classic (yes, I’m calling it classic) Creo oak tree over to the new system. Once the new update goes live (water, mobs, quests and permissions, are the big things left as of 10/21/16) users should see a lot more variance in tree shapes.
D157
Sorry
Sorry that it's been so long. I’ve been very busy with school and college applications. Now that I’ve just gotten out of a very busy month I’ve been working on Creo a bit more. I’ll be trying to catch up on the devlogs, releasing a new one every day for the next 4-5 days. That being said...
Pools
While this change probably won’t be noticed at this stage of development, it is a huge systemic upgrade that will be desperately needed going forward. All custom resources are stored in managers (IM is the “item manager”, aim the “AI manager”, etc). These resources are referenced for resource properties and are added when new data comes in from the server. This created a system that looked like this:
The problem in this system was that biomes, structures, etc spawns were begin chosen at random from their respective managers. That meant that searching for biome with “snow” in the title during flower creation would greatly increase the chance of biomes with “snow” in the title spawning. What's more, the same biomes, ores, trees, etc would be spawning in all of the users’ worlds.
To solve this problem, I added a new method of organizing called “pools”. As the name suggests, pools contain a list of all entities that could spawn in the world. Items are only added to the pools during world generation, at which time there is a chance for requests are sent to the server for random entities. What's more, each world has its own pool which, with a more diversified array of user-created entities, could foster totally different experiences. The diagram would now look like this:
Pickups
Oh boy, was this change a long time coming! The pickup-saving system has been rewritten from the ground up. Now pickups which have stopped moving can return to motion when a block beneath them is destroyed. Magic!
R16 (D156)
New release! The Pixel Perfect Update Includes:
Lots (I hesitate to say all, but it appears like it) of bugs from A Very Large Update have been fixed
Large graphical changes
No video, because this update is pretty small. I’ll upload screenshots tomorrow, I promise.
Edit:
See? Sometimes I do go back and add stuff I say I’m gonna add!
Day-Night:
Updated GMC Topic Screenshots:
D155
“Yes, I’d like to exclude the background and foreground from being shaded with darkness.” “So to do that, I need to make sure everything is drawn at integer pixel coordinates with proper scaling.” “So to do that, I need to write my own rendering.” “Now none of my UI works.”
The latter half of the update consisted of dealing manually with the application surface and the resulting fallout of that decision (there was a lot).
The former half included monolith-related bug fixes.
I’ve sent out an email to my artist regarding some new sprites introduced in the previous update (I won’t say its name because then I'd have to break out the large font). I’ll introduce a few more visual changes while the sprites are in production. When they are finished, I will push out the next release: The Pixel Perfect Update. I’ll also work on some open source stuff relating to Creo, as well as The Friendly Update and the Flora X Fauna P.II (all simultaneously because sanity is overrated). Speaking of open source stuff...
Updates on Projects Mentioned in Open Sourcery:
GMSUIL:
I’m working with the developer of an alternate UI package to see if his will be right for Creo. I have a very high standard, but also very tired fingers. I’ll see what happens.
GM:S + Java Networking:
Starting today.
gmfxr:
No.
Progress on these projects as well as Creo will be slow, as I have just begun school. This will have a HUGE impact on development.
Help me weekends. You’re my only hope...
-David
Open Sourcery
After the approaching patch, it could be a while before the next Creo update. This is for a few reasons.
The first of which is that there are three updates left for the game before I submit Creo to Steam Greenlight. Two of these three updates include more content than this past update (which took me nearly three weeks during the summer, when I have the majority of days free), and the third of which includes multiplayer, which is shaping up to be more than a bargained for. In addition, do to my current living situation I only have access to a port-forwardable router on a week-on week-off basis. This will mean I will be working on different updates simultaneously, which will of course push back both dates.
Another reason, to which I hinted at earlier, is that school will take up a large portion of my time. I will have time outside of school to work on Creo, but I can’t be certain how much. It is for this reason that I am hesitant to set dates for updates.
The final reason is that I want and need to work on a few open source projects. Here they are:
GMSUIL
A hate my current UI package. It’s clumsy and I basically had to rewrite every aspect of it before I kind of got it working. Thus, I will create the Game Maker Studio User Interface Library. I want this to be done right, so it will probably take a while. As I’ve mentioned in a previous post this will greatly simplify monolith code, and on the user side the process will be faster and easier. I’ve already started on this.
GM:S + Java Networking
Yah, I know I already have this working, but the code is rushed and a disaster. I also need support for data being sent in multiple packets to avoid hitting limits. This won’t take too long.
gmfxr
This is a port of a port of a port (or something like that) of sfxr. It would allow for on-the-fly sound creation in Game Maker: Studio. This is obviously imperative in a project like Creo, and this isn’t something that is already available to GM:S users. This will likely be the last of the projects I start on, because I have already made a significant effort and failed, leading me to dread starting again. The good news is this should also be the shortest of the three.
-David
R15 (D154)
A Very Large Update
Has arrived (although not as in large of a fashion as I had intended). I had to knock a few things off the checklist to regain some sanity.
Things in the update:
Custom tool types
Custom tools
Custom weapons
Better/stylized background
Custom crafters
Custom storage
Locked slots
Items now appear in the players hand
Swinging animation
Fog
Celestial bodies
An overhauled power system
A video showcase:
See yah next time!
-David
D153
Bug fixes and custom tooltypes.
New release in 3...
2...
1...
D152
I did a lot but I can’t seem to remember more than a little.
New release Tuesday. This time I think I’ll actually have a chance.
I played the game for an hour or so after a successful custom-block-inventory test. Maybe I’ll show off some gifs later.
...
Fucking fog...