I love reading your blog posts Dave, I just got into Corona and they’re really helping me out. Please keep writing more
Thanks for that! I really enjoy your blog and video and Nick is awesome too!
Hey, I’ve got a question. Why don’t you use the extra dash method for coding out blocks of your code? It seems like it would save you a few seconds here and there - many times over.
[lua]
–[[
Code me out
–]]
—[[
Code me In
–]]
[/lua]
no reason, that “hacking session” was real-time unrehearsed, no effort to try and make it look “efficient” - set up the code, comment it out, roll camera.
(i don’t routinely block-comment repeatedly, so no “habit” came to the rescue either - i’d be fine accepting last-place in a speed-block-commenting competition. :D)
Thanks! :) I do hope to get back to it, but available time has been rare lately…
I do a massive amount of coding out and I’m sure I’d still place poorly in a speed-block-commenting competition :) Dude, as fast as you think and type and delete ( ) , I’m sure you’d be far from last!
I love that you involve your son in the programming process. I do the same with my kids and I’m sharing your and Nick’s video with my daughter for inspiration. My daughter (10) is learning Java to mod MineCraft. She uses Youth Digitalwhich makes programming fun but doesn’t dumb it down. Maybe something your son would like in addition to his Corona adventures. Hey, in a couple of years our kids might be submitting to the game jams!
Thanks again for sharing your adventures with the rest of us. Programming can become isolating at times but your posts remind us that we do belong to a community of fellow code adventurers.
Most editors have a short cut (ctrl-/ in vscode and sublime or ctrl-k-c/ctrl-k-u in visual studio) to comment and uncomment blocks of code. Once you get used to doing that it becomes lightning fast - no need to backspace anything
@mmihajlovic, Haha! I have a digital Sublime optimization book. . . now I just need to read it
@davebollinger, if you need any play testers, let me know. I’m volunteering my kids.
Out of sequence (I’ll get back to the “pixel perfect” topic soon) but pixel art has been occupying me recently, so:
http://davebollinger.org/robot-sb-dev-blog-pixel-art-update/
adding “sparkle” to the bonus star pickup:
adding rocks and dialing up the player explosion:
(and a time-dilation effect at game-end that I might talk about more in the future)
Dave,
Thanks for taking the time to do this blog; I think it is helpful for devs of many levels. Thanks for sharing your experience and knowledge with others.
Bob
“pixel perfect” part 2: http://davebollinger.org/robot-sb-dev-blog-pixel-perfect-part-2/
tho i still don’t quite get around to discussing config.lua itself! :D next time.
rather I’m still laying the groundwork - i cover a couple of more general topics re display quality that might even be of interest to non-pixel -type displays. maybe?
current state of the actual on-device retro fat-pixel display:
You’re welcome, glad you’ve found is useful! :)
Cheers
“pixel perfect” part 3: http://davebollinger.org/robot-sb-dev-blog-pixel-perfect-part-3/
…where i finally get around to actually presenting something!
http://davebollinger.org/robot-sb-dev-blog-mines-rocks-and-difficulty-progression/
this week saw the introduction of mines, which along with somewhat-related rocks, spurred some thought on difficulty progression
Thanks @davebollinger! It’s always fun to watch pitfalls I wasn’t aware of being solved in advance of then I need them :) Solving problems is so essential to programming but, outside of the forums, it’s a pretty solitary endeavor. I always feel enlightened when I get to see how another mind approaches a solution. Thank you for sharing!
into the weeds for a performance discussion: http://davebollinger.org/robot-sb-dev-blog-get-set-performance/
@sporkfin: welcome!
http://davebollinger.org/robot-sb-dev-blog-misc-updates/
Difficulty curves aren’t tuned out this far, really just an experiment, but kinda fun as a “what if??”:
toward solving an issue with enemy health huds
plus some not-so-exciting-yet-still-important work on options screen, now functional
That is looking seriously cool. Couple of quick questions…
1: How soon until it’s finished? I really want to play this as it’s exactly my kind of game.
2: What software do you use to do the video to animated gif thing?
sooner rather than later, but no definite timeline (want to beta test? android only. if so, pm w/ email)
Ah poop. Would love to test it for you but unfortunately I don’t have any android devices
I have 10 Android test devices if you need a hand.