Dev Log 7 - haxeFlixel

2018-Aug-16, Thursday 09:48 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 Whew, there's a lot here and I did it all last week before my holiday, and then wrote absolutely nothing about it. I don't suppose it super matters--I didn't get any work done on the game, but here's what I learned, in no particular order:
  • openFL/FlashDevelop is not the IDE for me, and I ended up uninstalling it after running into a bunch of problems. I just installed visual studio code, and will see how that does.
  • a lot of flixel specific stuff is initialized with cmd; projects in particular are flixel template -n "name" -ide vscode after navigating to desired place to put the project.
  • FlxState are a subclass and work p much like scenes. 
  • haxeFlixel is object oriented, nice.
  • when FlxStates are loaded, use the create() function to initialize shit and put stuff that needs to update in update()
  • games launch from the PlayState by default
Some import things
  • import flixel.text.FlxText - imports the text library
  • import flixel.ui.FlxButton - imports ui for buttons
  • following that, new FlxButton (x,y,text,function to call) does button setup
  • import flixel.FlxG imports a bunch of camera/gui related shit
some random language details
  • var name:type;
  • always end with ;
  • trace(); shows/follows variables on screen
  • var += x is the same as var = var + x
  • this works for the basic operators (+ - / * )
  • object.screenCenter() centers the specified object on the screen
can add new classes and extend from basic flixel ones

sure would like to get to work on the game, but i'm going to be following the game tutorial for now to get a feel for the libraries first.

Dev Log 5

2018-Aug-09, Thursday 12:37 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 Woops, I forgot to do this right away, so there's probably some stuff I missed! But I do write notes, so hopefully I'll get most of it.

Completed
  • Added a sixth time period (noon) and adjusted the code in all the relevant locations.
  • decided which locations allow for foraging
  • set up the barebones of foraging for the north mountains
  • added connectors to the south beach proper
  • added a proper connection from town to home
  • resolved fishing so that it sends the player back to town properly and cancels fishing for the day
  • added the startup tag to the init passage; this makes it run every time AND gets rid of the initial white space for the starting passage >:3
Learned
  • About the startup tag! Stick this on any passage you want to run when the game launches; it runs the passages in order, and then kicks to whatever is set in the project as the starting passage. Super cool
  • With all that in mind, will probably not actually build the systems proper for now, and keep the twine prototype with just barebones systems. It is, after all, meant to be a reference.
To Do
  • decide how to pass/update time. When do I want to do that? the end of day or beginning? How do I resolve things if the player decides to them at night?
  • Likewise, how do I want to update time for the twine prototype? Might just be a manual update, which is how I set up the fishing for now.
  • add in forage basics for the south beach and for grazing fields.
RPG Maker vs haxeFlixel

I did some digging around the two different programs I'm considering. haxeFlixel is a game framework. It uses ActionScript 3 as the base, so there's lots of resources both on the basic as3 stuff as well as for haxeflixel itself. It seems fairly small, but it's an open source framework and looks, at a glance, fairly easy to work with. It would give me a lot of room for customization, and looking through material, it seems to do pretty well with assigning sprites and stuff. Plus there are tutorials and resources on how to import/make sprite sheets and such. As I know ultimately I want this to be a game in a similar style to stardew as far as looks, with a Jotun touch, that's nice. It is a newerish framework though, and pretty small community, so this might end up being difficult for any future problems I run into. 

RPG maker is a game engine, which means it's got a lot of scene making stuff out of the box, with tons of shortcuts. I actually own both MX and VX ACE, so I have my choice in resources and what would best suit what I want to do. RPG Maker uses Ruby to write scripts; I have no familiarity with this language either. Since it's a script and not actual from scratch code, this does mean that there are very likely some hard limits to what I can and can't get the engine to do. It does allow for very easy importation of sprites and such, but I hate using the map creator/tileset makers that are provided with vx ace; the layers in mx make more sense to me. Either way, both programs have a ton of scripts other people have already made so I wouldn't have to reinvent the wheel. I also know for sure that the database is built in and supported, plus has a nice gui--really important for the inventory and such.

At the moment I'm leaning more strongly towards haxeFlixel; I love the ability to properly customize everything. What I will probably do to decide is try coding the starting part of the story in both--it's much shorter/less work than the whole game, and critical in either case. Then I can pick which one I want to use long term from there.

Whew. That was a lot!!!! 

Dev Log 1 - Twine

2018-Aug-02, Thursday 01:45 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
So I've started working on putting together the rough script for my game in Twine. I figure I should be able to at the very least prototype it, and it'll give me an idea of all the different resources I'm going to need to make for the final thing. 

But I don't know Twine at all! So I got started the old fashioned way, namely jumping right in and following along with a fairly simple tutorial for a bog standard basic RPG. 
 
 

Not anything super impressive, to be honest, but it sure taught me a fair bit. Here's some of the stuff I should try not to forget:
  • most commands need to be in (parens) in order to work.
  • [ ] is for encapsulating if and else statements!!!! 
  • on that note, you don't need anything for displaying test. You just type it.
  • strings can be in either single or double quotes it seems
  • (display: "scene_name") is great for doing initialization and then kicking the user to the proper screen unnoticed
  • $ is for global variables, _ is for card specific ones
Supposedly there's a way to make objects with Javascript, which would sure make creating the different characters a heck of a lot easier. I'd like to have some sort of access to friendships and moods without needing to type the same shit over and over for every single villager. I'll have to look into that some more.

All those people who are like 'twine isn't programming!!!' sure are full of shit though. Basically everything I've done is programming--super simply, yes, and far more transparent that some languages, but this is definitely a programming language.

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