Phil Hassey - games, tech, web, stuff, biz, and bilge
Phil Hassey as Rambo
".. I've been there,
I know what it's like,
and I'll do it again if I have to."

Archive for the 'gamedev' Category

Guide to finding Phil at GDC

Friday, February 26th, 2010

Hey,

So I’m going to be at GDC .. all week!  Here’s how to find me .. look for this guy:

IMG_5313

I’m going to be speaking during the iPhone Summit about multi-player games.  Check out the talk listing here.  I’ve been slaving away at the talk all this past week, and I think it’s come out pretty sweet.  I’ll be practicing it quite a bit over the coming week so that I can hit it pretty solid come Tuesday morning.

Other than that, I’ll be hanging around the iPhone and Indie summits a good bit, and just generally around for the rest of the week.  If you see me, come by and say ‘hi’!  Send me an e-mail or comment if there is anything cool going on that I should know about.

Thanks!
-Phil

The Galcon Fusion beta testers rocked

Thursday, February 11th, 2010

Galcon Fusion has arrived.“Yay, it’s finally here! Check out Galcon Fusion today! We’ve got a free demo and it works on Windows, Mac OS X, Linux, and Steam! It features some crazy nice hi-res graphics and soundtrack. And epic multi-player battles like you’ve never seen ‘em before! Have fun!” <– marketing blurb ;-)

Okay, for some dev thoughts. Man, it was a long week! Adding the “demo” feature to the build was a ton of work. And then doing all that other ’stuff’ that sort of comes up. I think the one serious lesson I’ve learned in this whole process is that beta-testers are awesome.

Really awesome. I had about 50 people who I passed out 10 builds of the game to over the past 3 months. Some of these people put in several dozen hours of play time. All this was a huge help for me, as this was my first desktop ‘3D’ game, so I had a lot of learning to do in terms of graphics capabilities. As in, I was able to get the game to run on my computer which is a pretty nice MacBook Pro .. but not everyone else’s.

The beta tester feedback was huge, I was able to get the game running on old PPC macs, various linux netbooks, and who knows what else .. as long as it had a somewhat reasonable 3D card. I changed the memory requirement for graphics from about 200 MB down to < 64MB. Without any noticeable reduction in graphics quality even in HD video modes. In fact, that reduction changed the loading time on my computer from 5-8 seconds down to about 1 second :)

Anyway, I think I’m going to take a nap. It’s been a long week, and I really appreciate everyone who helped me get this game put together. Give it a whirl, and thank the beta testers!

Galcon Fusion announced – Finally!

Friday, January 29th, 2010

Hey,

So, I’m finally announcing Galcon Fusion to the world.  Fusion is a port of iPhone Galcon + Galcon Labs to the desktop.  This time with hi-def graphics and a full interactive soundtrack.  It’s going to be coming to Steam and direct on my website on Feb. 11.  Users who supported me when I was first starting (as in, you bought desktop Galcon), your license is compatible with Galcon Fusion.  Thanks!

fusion-pink-green

There are a few technical things that were challenging, dealing with endiannes for my network code, supporting fullscreen vs widescreen resolutions, and supporting a wide range of resolutions (from 800×600 all the way up to 1920×1080.)  To make it short, here are a few conclusions: best to support endiannes from the start, fullscreen vs widescreen is a pain, and baking lots of image data into your binary is a pain because it requires a ton of recompilation.  Oh, and installing VC++2008 is waaaay easier than installing mingw32, but keeping code working on both takes more effort.

I think my biggest conclusion comes along with this announcement, is that doing “secret dev” work isn’t really that sensible.  If you look at that last paragraph, there are a ton of issues I could have documented in my blog that I didn’t because I was all being secretive.  And hey, since I was so mum on this, nobody has heard about it until today.  I guess there might be some benefits to this (??) but I can’t think of what they are.  I think blogging about my progress is a good way for me to be able to see what I’m doing and not get lost in the haze myself.  My recent article on VC++2008 is a great example of something I’m going to get quite a bit of value out of just for my own reference.

One big different thing I’m doing with this project is my wife Nan is doing the PR for it.  She’s contacting all the reviewers, the general press, the newsletters, the announcement blog, twitter, and everything.  I’m trying to take a more dev-only role in the announcement.  This is nice, because I’m not very good on PR.  I try .. but I really don’t do it as well as I want to, largely because on a launch of a product I’ve always got about 50 technical things I’m trying to do along with the PR!

-Phil

Seahorse Adventures – Loading TGAs (and more)

Tuesday, January 5th, 2010

Here’s a screenshot.  This is my Ubuntu desktop of my work on a new iPhone game.  Take a look at it nice and big.  Below I’ll explain all of what is going on …

bsa_dev1

In short, I’m working on porting my pyweek#3 team entry to the iPhone.  Here’s the details:

  • Top left, you see Kate, my text editor.  You’ll notice I’ve got -what appears- to be python.  But that’s actually tinypyC++ code!  My converter still has some rough edges, but it’s starting to get pretty good.  If you weren’t looking to closely you might mistake that for ordinary python code!  (In fact, it should be 100% python parser friendly.)  You can see how I have to use a touch of annotation to make it all go.  But for the most part, the types get inferred.  (The C++ outputted is about 2x as long, so I’m saving a ton of keystrokes!)
  • Top right, you see the level being painted.  It isn’t all working yet, but those are the basic tiles.  Interesting bit about loading the level, when I created this game I used my own level editor and library I made with pygame.  To save on disk and time I save all the levels to .tga files.  Since I’m targeting the iPhone I need an easy way to read the data from .tga files.  I don’t have SDL_image available, so a friend pointed me towards this great site.  It appears to have some awesome bits of code, including very simple and easy to use image loader that can load tga/png/jpg/etc.  I think it has the most painless interface I’ve ever seen for a C-based image-loader.
  • Bottom right you can see me working on tinypyC++.  As I’m working on BSA, I’m always finding new bugs in it.  Lately most of the bugs have been of the “add more graceful error handling” nature.  tinypy will point out what line (and character) an error happened on, but with a bit of extra work I’m able to add in some coherent error messages to tell the user what is going on.  In this case it was to inform the user of an undefined module name.
  • Bottom left you can see the startup of the game.  I’m using irrKlang for all my  game audio now.  It is not open source, but it’s “free” to use for free games, and the price is quite reasonable for commercial projects.  irrKlang is not portable to the iPhone yet, so I have to have a separate driver for my iPhone audio.

And that’s it for today’s report!

-Phil

Elephants! is free on the App Store!

Wednesday, December 23rd, 2009

My gift to you: A totally FREE iPhone game! I made this game several years ago with some other way-cool game-dev friends. In “Elephants!” you save the giraffes while jumping on a rolled up squirrel! More fun than a barrel of pigeons! For Christmas this year I figured I’d port it over to the iPhone for you :) Check it out!

From the dev side, yeah, this is my first attempt at “python” on the iPhone. Even though it’s actually restricted tinypy code. Here’s a sample of game code so you get the idea of what’s behind this game. All this code is converted by tinypy into C++ code so I can compile it with Xcode for the iPhone:

def elephant_new(g:Level,pos:List(int))->Sprite:
    s = Sprite('elephant',pygame.Rect(43-14,8,28,48))
    s.rect.set_centerx(pos[0])
    s.rect.set_bottom(pos[1])

    g.sprites.append(s)

    s.ball = ball_new(g,(int(s.rect.get_centerx()),int(s.rect.get_bottom())))
    s.suit = ElephantSuit()
    s.vy = 0
    s.vx = 0
    s.jump = 0
    s.facing = 'e'
    s.score = 0
    s.z = 1
    s.state = 'live'
    s.name = 'elephant'

    return s

Galcon Labs on the App Store!

Friday, October 2nd, 2009

Hey,

So Galcon Labs is now available on the App Store! Check it out :)

Anyway, I just got back from 360iDev where I gave a talk about Galcon Multiplayer.  The two main points made in the talk were about managing community, and test driven development.  With so many devs talking about App rejections and other problems, I wanted to make sure the app was approved first time through the system.  And it was, in an excellent 7 day turn-around :)  So a real big thanks to all the folks out there who pressed me into reading the Kent Beck book on the subject!

-Phil

Galcon Labs – Preview!

Thursday, September 24th, 2009

labs-asn-1-p-txtHey,

After a few days of itunesconnect being down, I was able to submit Galcon Labs to the App Store.  Check it out!  (See Phil’s first ever video!)

On a dev note, this game was REALLY fun to make.  I got to do things that completely change the gameplay of Galcon so that Galcon Labs is really four totally different feeling games.  My favorites are the Billiards mode (where the planets move around) which is just a lot of fun, and the Assassin mode where instead of trying to conquer everyone, you are assigned a single player that you have to destroy first.  The interesting thing about that, is if you destroy another player, or the player who is trying to annihilate you gets destroyed – YOU LOSE!  It really changes up how you have to play!

As usual, testing (TDD) was a big deal.  Having a network game makes it so that everything has to be tested to make sure it really works.  I’m going to be doing a talk at 360iDev on Wednesday, so if you want to hear me compare UDP networking to herds of rabid animals, be sure to attend.

Also, check out pygame 1.8.  It is really awesome :)  While working on Galcon Labs I felt I needed to put more effort into differentiating the game from previous Galcon games visually.  As it’s still triangle ships and planets, this took some effort.  And during the last hour, I decided I needed a whole shiny new look for the planets.  In the game I use a texture with 64 planet designs on it.  So creating all those by hand would have been too hard.  I used pygame to generate new landscapes and found the new pygame 1.8 features really helpful.  I was able to use the new blending modes to trim the landscapes into circles and rotate and scale them down so I got a nice antialiased look for all the planets.  In previous versions of pygame, this would not have been nearly as easy!  So, not just for games, but for generating and doing automated image manipulation, pygame is really starting to shine :)

Cheers!
-Phil

Galcon Flash has arrived ..

Tuesday, June 23rd, 2009

So .. Yeah.  Check it out.  Realtime multi-player game .. in flash!

So on a more technical note .. The game involves quite a number of technologies!

  • AS3 – of course – for the Flash client itself
  • C++ – for the server
  • PHP – for the web API and rankings system
  • python – for the bots

If I did the project over, I’d probably do the server in python as well.  But all in all the project went pretty well.  After things were done, it only took me a morning to write up the python client.  There’s a very good chance I’ll release that code in a few weeks and let people try making bots for the game.

Anyway – have fun checking it out.  I’m a bit wiped out from wrapping all this up, so I’ll try and post some more interesting details later!

-Phil

RC1 ..

Monday, April 6th, 2009

So .. After recovering from GDC, I’m working on wrapping up my “new game” .. Which is in RC1 tonight.  Hope to package it up and ship it tomorrow with a hopeful launch date of next week.  I gotta get all my press materials together tomorrow so that when it does launch I’m ready.  Here’s a checklist of things I need to get together:

  • Website ?
  • Game page
  • More games page (linked to from game)
  • Newsletter announcement
  • Blog announcement
  • E-mail announcement for reviewers
  • AdHoc build with comments for reviewers
  • Get a banner ad ready & pay for ad slot
  • Description, title, screenshot, icon for AppStore
  • Game assets / screenshots for reviewers
  • YouTube video of gameplay
  • YouTube video trailer
Man .. these launches take a lot don’t they!  At least I’ve utilized my blog here to list all the things I plan on preparing.
 
So starting Wednesday I’m working on a iGalcon update *finally*.  I’ve got the most demanded features figured out, so I hope to package it and send it to Apple come Monday.  Fun bit is the game will probably be available on the AppStore during my sister’s wedding.  So .. I have to make sure all my announcements are all prepared a week in advance so I can “launch” my update with about 5 minutes of button pressing when I get the notification from Apple.
 
-Phil

I can has flash?!

Thursday, March 12th, 2009

So .. who thinks flash + Galcon = win?  I don’t know yet, but I’m giving it a try.  I’m not actually developing the flash version.  An awesome friend of mine has been doing the time on this one.  Though I’ll probably be doing the LAMP end of the deal.  At present the game is non-networked, but we’re been considering the possibilities.  A TCP/IP edition of the game could be made, but I wonder if that would end in tears.  TCP/IP isn’t ideal for gamedev IMO.  Flash doesn’t support UDP as-of-yet.

This isn’t the first time Galcon has reared it’s head from within the browser window.  (See my earlier blog posts …)

I haven’t decided exactly what I’m going to do with this once it’s completed.  Probably a few things.  Throwing it on facebook is an obvious one.  Throwing it on galcon.com is another one.  Maybe mixing it with something like The Maze of Madness is another one.  Or maybe something else!

One idea that I have that would be really cool would be if the tinypy vm were ported to ActionScript using Alchemy* .. and then somehow people would be able to script Galcon on the web and share it with their friends..

*I don’t know if you caught that .. but I think my weekend just got booked :)


Galcon   Watermelons   Dynamite   The Hairy Chestival
All content of imitation pickles (c) 1999-2008 - Phil Hassey  "we care"