Fasteroids (log): July 3, 2017

  • 3 July 2017
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Game over screen of Fasteroids after 20 waves of asteroids

Development continued a bit this week on Fasteroids. After a bit of a false start I've now implemented an extra life every so often, I'm not saying when so I don't spoil it. I also tided up spawning code as implemented in the Shaun Spalding videos, using a for loop rather than just creating several instances. This made it easier to implement more difficult levels. If you look at the screenshot you'll notice I made it all the way to wave 20 (of course this is with the extra levels implemented).

I'd planned on implementing a bit more this long weekend but life got in the way.

Ewasted Hard Drives - Computer Recycling - June 29, 2017

  • 29 June 2017
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A 3TB WD hard drive

The other day I was reading some comments on a Youtube video about how bad Seagate hard drives are. The comments cited a study done in 2015 by cloud storage company Backblaze. Backblaze studied drives used in their storage environment over a period of 2 years. Their sample size was very large: 49,056 drives. In that study certain models of Seagate drives had an extraordinarily high rate of failure compared to other drives in the list.

Fasteroids (log): June 28, 2017

  • 28 June 2017
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Fasteroids Menu

Somehow I managed to squeeze a bit of development into this evening (thanks Maria for letting me work) and I came up with a simple menu. At the moment only the Play and Quit options work, the other items are placeholders until I can get a bit more time. I worked until 7pm this evening, so coming home to a cooked dinner then being able to spend an hour working on Fasteroids is a blessing.

I managed to test the Linux binary on a Xubuntu 16.04 system this afternoon. There was no issues other than the typical issue I have occasionally with USB headsets (1/8 inch plug headset worked).

Fasteroids (log): June 27, 2017 - Part II

  • 27 June 2017
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Fasteroids running on Linux

I implemented a few more things this evening: after so many levels the smaller asteroids split up into even smaller asteroids, which are worth more points, but are harder to hit. At first I thought it might be boring for people to track down the tiny asteroids, and this is somewhat true if you just sit in one spot. What I found was that I used the thrusters to move around more in order to target the smaller asteroids. I think this offsets the boring part, it forces those who try to play it safe to actually move.

Fasteroids (log): June 27, 2017

  • 27 June 2017
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Game Paused

I spent some more time tonight working on Fasteroids, there's now a game pause function. It doesn't work quite as I'd like, I'm sure there's a better way to pause, but it works for now. I also reduced the amount of noise coming from the space ship when thrust (Up) is pushed. I think Game Maker is distorting sound effects, but it could be something I've done. The sound effects sound okay played solo. I may have to insert some kind of delay playing the thrust sound to get it working properly. Oddly shooting sounds just fine.

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