So... Still Some Guys That Hate China That Much?
Don't know what to say. Sure, due to the GFW, China remains a lot of mysteries on the Internet. But well, if someone thinks that China is some place that even don't have a law, okay, I think I should fight back, not only because I am a Chinese, but also people on the Internet should know how China really is. Lack of knowledge cause misunderstanding, and I think everyone should try to wipe off those misunderstanding, not adding more.
Here's the post. Or Youtube comment in exact.
Also, shouldn't buyer protect themselves when buying stuffs, rather than being no aware and wish to get their money back when being scammed? Isn't it better to avoid being harmed on the first place instead of trying to recover the damage after being harmed?
Well this is Internet. There's always some people who just want to screw up the whole community.
Finally, some new codes in my game project!
So... After doing some algorithm design on paper, I can realize it easier.
Some current thought of my game project
So... How much should I go?
I decided that I should use a top-down position tracking for player, then convert that position to on-screen position for display and collision detection. However, is this enough?
For now I'm considering storing assets and room metadata as external file, and do dynamic loading. But that would make it quite hard to make interacting codes.
Also, does that means, I should draw objects on the fly, and do all the collision detect by myself? That would yield better result, however it would make the already complex level design even more complex.
My idea to use a lot of 2D static image to create a abstract 3D world, requires precise drawing. Yes, I want to make the world hand-drawn style, which means I can't use many methods when drawing.
But, should I use metadata to mark down every tile I need to draw, then let the game engine draw those on the fly? This means, no level design tool available 🙁
Well, maybe I really should go this way, maybe it would save some work for me.
Hah, GameMaker: Studio is supposed to be used to quickly make games, but I can't quite take the advantage of most of their design tool.
But at least they somehow offer some necessarily powerful APIs, so that I don't have to use external DLLs although at the moment I don't quite want to port this game to other platforms.
Things I think I would use:
- JSON I/O. At least I don't have to use freaking INIs.
- Surface. It should help save up a lot of resources when I'm doing dynamic drawings. Also, I think I have to use that when doing GUIs anyway.
- ZIP file I/O. But sadly there's no way I can just access what's inside without extracting the whole file. Also, no encryption/decryption supported, so I can't make encrypted ZIP files in order to protect my assets.
- D3D maybe? Let's say I might want to use those, although this is not a 3D game anyway. Who knows if I would ended up adding some duang into the game or not?
But... What's a bigger challenge is the storywriting. Also, haven't done status tracking part yet. And the GUI part, which is not easy considering this is not a stage-solving puzzle but more like a RPG without battle section.
Movement test in room
This time, I use some code to calculate the visual width of the object rather than just use the room height.
So this is now mathematically accurate.
Perspective movement test
Finally I can compile stuffs with GameMaker: Studio! And so, the first step for me to do is to make some code for perspective movement.
(Alternative Baidu Cloud Disk link if Youtube is not available for you)
Today a friend of mine sent me this pic.
Well I don't play God of War, so I don't quite understand this.
But, why not modify this pic just because I can?
Yeah, totally make sense. XD
Test build: SillyCalc, a RPN calculator based on a stack and a single register
So... I just came up an idea of a processor structure which reads RPN bytecodes to calculate. The only internal storage of the processor is a stack and a register. Beside that, there can be external storage which is address-based.
Then, for the most important part of the structure, the computing unit, I just coded a prototype of a prototype (as it has very limited function and is just workable rather than really useful), which I can type in RPN expressions to let it calculate something.
Hacking IntenseDebate interface
So it's freaking hard to hack IntenseDebate's interface. At least they provide a CSS document, but that's not so useful. Several elements just don't want me to touch them.
So, do you think the current IntenseDebate interface weird? I just want to match the theme I used on this blog.