Weekly Roundup #2
So this week, a good amount of progress had been made, it was all going well till I got the flu bug on Saturday
Still shaking it off, but I'm up and ready to go again.
Working towards an easy implementation of history trails was the big focus for me this week, and I eventually got it!
Sunday – 10/16/2011
- Updated blog
- Added health for enemy and now I can chip away at it until he is destroyed
Monday – 10/17/2011
- Added hit sensors for head and body to test out head shots!
Tuesday– 10/18/2011
- Added text to indicate where the enemy has been hit, this will turn into something pretty cool if I plan it right
Wednesday– 10/19/2011
- Start R&D on last shot trails
Thursday– 10/20/2011
- Fought with implementation of history trails
- Started documenting an actual todo list!
Friday– 10/21/2011
- Continued investigating how to implement last shot trails easily without costing a hit on performance
Saturday– 10/22/2011
- Finally got the arrow history trial to work as I needed. So now the player will be able to see the arc of the last shot taken.
- Got the flu
Now for more interesting mechanics... maybe some rudimentary A.I. behavior?
~t
Weekly Roundup #1
So I've decided to start a diary of sorts to help me visualize what I've done in the past week, it won't always be this detailed, but for a first post why not. And it's also a good thing to see that my time wasn't all spent with Dark Souls
I've also decided on what game I'll attempt to make, and that is something along the lines of Hit the Apple / Hit the Apple but with alot of refinement and my own twist. It'll be alot of work for sure, but so far I'm really enjoying the process, and I'm bloody determined to finish!
Sunday – 10/02/2011
- Tried out Stencyl and GameSalad
- Decided to go with Gamesalad
Monday – 10/03/2011 - Saturday 10/08/2011
- Formulated a few games ideas I wanted to start with
- Decided at this point I really need a notepad to get all this mess out of my head and into a more legible state!
Sunday– 10/09/2011
- Added some really basic screens [Title/playArea/credits] . All connected and working
- Added a simple ambient track in the BG (very easy with GS)
Monday – 10/10/2011
- Started actually prototypying certain machanics for my first game!
- Got the basic shooting and aiming mechanic in place and it works!
Tuesday– 10/11/2011
- Added power meter and hooked up power of arrow
- Gave arrow a rotation value to simulate physics
- Setup preliminary action camera follow rules
Wednesday – 10/12/2011
- Fought with camera control implementation... Game Camera=1 - Tito=0
- Bought a new Mac mini. Ready to truly rock and roll
Thursday – 10/13/2011
-Started rough documentation to keep my ideas in check
Friday – 10/14/2011
- Sorted out basic game loop
- Setup workspace for dev action!
- Tried out PlayMaker for Unity (Awesome plugin) But decided to stick with GameSalad for "now" - It's just easier for my busy schedule right now
- Fought with camera control... still haven't quite figured it out ; Game Camera=2 - Tito=0
Saturday – 10/15/2011
- Finally implemented camera movement and arrow physics to the way I like them; Game Camera=2 - Tito=1
- Added basic Sound FX
- Published my first demo on GameSalad.com - Achievement unlocked!
Let's see what the next week brings.
~t
Making the choice… [Game engine conundrum]
When it comes to choosing the right software for the job, it’s always a very tiring process of fiddling with a few levers here and there within the app to see what clicks and how easy it is to work with. Since this is basically a hobby at this point, I’ve spent many many hours in my spare time over the years tinkering with specific languages for applications such as Unity’s script, Objective-C or something similar. In the end it never pans out, I lose interest and never return to it. I’ve come to the terms I’m a very visual learner, once I see something done I know just how to do it - that or if I can see the end result in front of me as I tinker and tune in real-time, all of a sudden my productivity shoots up. I guess that’s why I love digital sculpting so much. I'm sure if I picked a language and kept at it I would've reaped the rewards by now, but my right hemisphere kept giving the beat down to its left counterpart, though oddly enough leaving my logical thinking intact. Hmm so there's hope.
Enter visual scripting. They’re currently a few well known apps out there that allow you to visual create and design games. This allows right brain thinkers such as myself the ability to cobble a game together, but the fact remains that there's so much more to creating a game than just programming. Don’t be fooled but thinking you can just drag&drop content onto a stage hit the build button and poof you have a game... well actually you can but therein lies the problem, it won't reach the maximum potential without some know how on game logic or logic in general along with some rudimentary math exercises; Yah remember asking yourself in school "when am I ever going to use this in real life"

karma is one serious b..... but I digress. Below are some of my experiences with these visual aids.
The first thing I noticed about Stencyl was its very tight community, the app itself is very adapt to social networking and bringing everything into one cohesive unit. What I found though is that stencyl is a slightly more advanced visual scripter, which has it's advantages/disadvantages;
Advantages
- Very feature rich and flexible
- Access to the code behind the drag & drop functionality is a boon
- Refined GUI and artist friendly tools
- The Scratch lego block functionality is pretty cool
- Can build on both Mac/PC
- StencylForge is an incredible resource for templates and everything else
DisAdvantages
- Lack of professionally done tutorials which GameSalad has in spades
- Even with a drag&drop functionality, you're still actually "coding"

This is actually just half the functionality for a slingshot mechanic
Really?
- Still appears like computer back speak to me - “Do or do not... there is no try.”
- No iphone/iPod publishing as of yet but will evidently require a ramp up cycle
- Strange memory management issue that brings the app to a crawl unless restarted
When I learnt that visual scripting within the Unity engine was possible I was stoked... I still am. Tools such as PlayMaker, uScript and Antares-Universe brought Unreal Kismet style scripting to Unity. And even though you can essentially create a game without coding, they still felt programmer oriented to me, well with the acception to PlayMaker. At this point it's my intention to create a game fully with GameSalad and move into one of these more advanced suites. It's only then I'll be truly ready to use them to their full potential.
Advantages
- Visual scripting in the most popular engine this side of a million dollars
- Can easily be read for visual peeps such as myself
- Can create a full game even if you can't code
- Well documented
- Implemented well into the Unity engine
- Can be used on both PC/Mac
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That's more like it! It's almost like english! ![]()
Disadvantages
- Once again lack of tutorials, but the ones there are informative
- Small community, making answers slow or hard to come by
If nothing else, GameSalad has proven to me that with a bit of tenacity and the willingness to overcome its modest learning curve, it's evident an artist such as myself can create something previously thought very difficult in a matter of a couple weeks. From not knowing the software to what I've learnt over the past week from the vast wealth of knowledge available on the internet, GameSalad's slogan "Game creation for everyone" was tested and it prevailed. Currently I'm well underway with my project as I type. Weekly Progress
Advantages
- Seriously, there's not a line of code to see
- Rapid prototyping games is an understatment
- Well documented
- Gross amount of tutorials
- Easy publishing for HTML 5/iOS/MacOS
- Very helpful community (we're all in this together attitude)
- Human legible "code"

I actually understand this, really I do! ![]()
- Opportunities abound to flex my math muscles and logic skills
Disadvantages
- Still in beta and is evident with performance and some crippling bugs
- Although the forums are a wealth of information, the forum itself is dreadful to navigate
- Expensive pro version ($499/year)
- Mac only
So in conclusion, when it's all said and done, I went with GameSalad with PlayMaker close behind. Based on my current schedule with limited cycles to this hobby, GameSalad simply is the perfect level of complexity for me. Maybe in months to come, things will evolve.
~t
So it begins!
I've tried many times and tried I have, more times than I care to count... but how else can a non-coder get his ideas out and create a video game in this C++ world. I mean it always sounded so easy, "Dude anyone can make a game, it's easy! You just need a cool idea that no one ever thought about!", familiar right? But no, oh no it's never been that easy, ideas are a dime a dozen... two even, but if you don't code, or care even to fully embrace coding then they're only a couple choices for an artist such as me. Pay someone to realize your dream, or realize it yourself...visually. Oh ho! Didn't see that last part coming did ya? Well I definitely choose the latter, and this is my journey.
This blog is a documentation of my journey, it's the first step in what I believe to be the foundation for bringing my first iPhone game to life, I have no delusions it won't be easy, in fact there maybe points in time I will think of giving up, but if I get everything down and documented I know I'll push on to the finish line... I must, if only to prove to myself I have the tenacity to get er dun.
If you read to this point, you must be feeling the same way and you know what, I hope this page not only serves as inspiration for a lone-developer-artist-guy such as myself, but for you also. Now, enough tippy tap on the keyboard, LET'S DO THIS!!.

So this is it, the gauntlets have been thrown down, I Tito Belgrave will seriously attempt making a game.