Fasteroids (log): August 25, 2017

  • 25 August 2017
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There hasn't been a log for a long time because development has slowed down a bit. I've added some aesthetic effects to Fasteroids that improve the look of the game slightly, and I squashed a couple of bugs. One person who played Asteroids a lot mentioned wanting the ship to turn faster. I've increased the ship turning rate slightly, but this sometimes means overshooting the target. This might get changed back after some more testing. I have plans on adding more content this weekend, but also have committed to writing a couple of articles for FCM.

Extreme Media Centre Build ($4000)

  • 23 August 2017
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What follows is what I'd build for our media centre if money were no object. I went a bit crazy without going completely crazy on hard drives (4 drives would have been a bit more crazy). This is NOT a wish list. I'm working on improving our media centre, but doing it with a reasonable budget and a bit of future proofing. This machine is the kind of machine that I'd pair with a crazy amplifier with Atmos support, decent speakers, something that wouldn't go in our apartment, but a house (we're not moving anytime soon). I haven't included an optical drive, nor a monitor.

Fasteroids (log) - July 30, 2017

  • 31 July 2017
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I found a major bug in the new version of Fasteroids I released to family and friends. Just before releasing Fasteroids I added some animation to the ship. When I added that animation it did a couple of things: a) made the player invincible, b) when you moved the animation continued to "fire" even if you stopped. I fixed the animation so that when you stopped the animation stopped, but this introduced another bug, the temporary invincibility when you first start/die restart stopped running. I fixed both bugs after midnight (so technically this should be the July 31 blog).

Fasteroids (log): July 28, 2017

  • 28 July 2017
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High Scores screen with trimmed content

It's hard to believe that it's been over a month since I've been working on Fasteroids in one way or another. This morning I woke up early (5am) and worked on Fasteroids for a bit. Much of what I was working on was something new I wanted to implement, but it didn't work as expected and unfortunately the only tutorials on the subject don't cover why the effect didn't work as desired. I re-stepped through the tutorials and no luck, but it might be something I come back to in the future as I learn more GML. I'm sure I can achieve the effect better with GML than how the tutorial showed.

Fasteroids (log): July 26, 2017

  • 26 July 2017
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Fasteroids how to play menu

Wow, after a long day at work I managed to get quite a bit of work done on Fasteroids. I made some changes and eliminated some bugs. I changed the game controller support to use the pad rather than the joystick. I made this decision for a couple of reasons: the pad just feels better to me in this game and some of the game controllers we have at Computer Recycling don't have a joystick, but do have a game pad (Logitech Wingman Rumblepad for example). I also fixed the issue I was having with the controller at the menus, it now smoothly goes from one menu option to the next.