flim·flam

noun
1. nonsensical or insincere talk.

“Video game marketing is mostly flimflam.”

verb
1. swindle (someone) with a confidence game.
“This game’s drop tables are some flimflam.”

Flim·flam·games is the personal borg cube of a scifi-holic artist designated Jay. Contained are my collected artworks, personal projects, and useful resources. I am busy teaching myself to build games using Unity3D, Blender, and Gimp on a $0 budget. Contained are my collected artworks, thoughts on game design, personal projects, and useful resources.

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snekgame bump

I’ve pulled the repository I had online because I couldn’t get it to push my commits. I was trying to move too fast and not quite ready to maintain the Git-side of the project. That said, I’m happy enough the structure and design to continue working it without scope creep. I mean it was a solid blitz and yeah I burned out hard. Since then I’ve hit that reset though, keyed that password in. Second push is gonna be freakin’ sweet.

I’ve put a 2nd-pass to my scripts. That’s kinda how I work, I usually have a prototype, and then I’ll come back and say “this should have been recursive.” I’m gonna be pushing it back up to a fresh repo tomorrow night with some more finalized scripts. It’s a shame to lose that progress, so I’ll be including redundant prototype scripts where they exist.

Considering I was an emotional wreck when I made it, that’s probably a good thing though. Pretty much a hundo-certain there was a big fat pile o’ shameful self-deprecation in there but hey whatever. Insecurity gets the best of me. No fear!

It was my first attempt at feature branching: I broke something in a bad way moving too fast in too many directions to maintain a workflow properly. I’m there with Unity, I’m working on the version control now. That might seem backwards, but why learn version control for bad scripts? They’re in a pile labeled “bad scripts.” SVC would have have hampered, not augmented, my rapid development. Learning so fast it made more sense to just burn the field and sow it every which way to see what works.

You learn version control after c++ because you have nothing worth controlling. I was picking up SVC just barely a couple months ago because that’s when I crossed a confidence threshold that I had stuff I wanted to organize onto it. I was using SourceTree and Hg, and it was terrible, and I was learning nothing using GUI’s. I’m using Git Bash to push my commits and taking my time doing it.

Trade you one hot mess to pick through for a different one. It’s driven by a couple embedded 3D vector-PID’s.
https://hastebin.com/uhodesivov.cs
Check out clips of it in action here, though they’re outdated.
https://imgur.com/a/4VsvT
I was definitely getting ahead of myself. But I learned from it. I had moments of delusion where I thought these projects might become games; but I always remembered to keep it academic so I gained from each collapse point.

My focus is now on making snekgame presentable. My intention is to post the whole project publicly by the end of next week as an example of my work; with markup good enough for anybody to follow it. It’s going to be a lot of removing stuff, word choice, and documentation.

Time is the only thing I wish was mine …
… Engineering is the art of functional design.

Git is Good…

… but Git GUI’s, maybe not so much. They keep throwing me situations where they have some error they don’t report and simply stop functioning. What the hell, GitKraken AND SourceTree? It’s my fault- I can easily figure out what to do, but not if it just hangs unresponsive… Use this. Using command line. Taking my time. I keep stepping on my own toes trying to push these projects forward too fast. Gonna cut up some bits and pieces into individual repositories before I move forward. probably several days of just butchering and code convention work, oh boy!

Gonna continue with SnekGame and put PC controls in for it later. It’ll get finished, it’s organized enough to pick back up.

Project Guidelines

How to prepare a Unity project for git…

Git ignore file…
Better ignore file?

Git command cheat sheet…

snekgame bump

“Eeh,”

I was on schedule to be wrapping up around yesterday. I got the idea I wanted to dig out some more old scripts I made while learning Unity. At the time, I was honestly a bit intimidated by how much I was picking up: so I didn’t bother exporting packages.

That was my #1 mistake learning Unity. If you build an encapsulated system, export it as a package and create a dedicated project for it to save the project’s prefab and hierarchy configuration. If your version-control doesn’t already account for it. I know I struggled to organize everything needed to make a video game alone, anyway.

If you are out there learning like I did alone: your systems will become more robust- you’ll find ways to minimize the amount of prefab configuration involved in how they work. But right now, it just isn’t worth your time. If you want to make 3D games, focus on mastering the use of vector math and linear algebra first.

Giving myself the weekend + Monday to finish my first game, so I can take a break Tuesday and collect some other art into a portfolio.

A funny pitfall is having too many backups. I find myself sifting through a pile with too many nested duplicates, made out of paranoia that I’d lose useful fragments. The thing about that is you can’t leverage them until they’re organized.

Meandering thoughts, gameplay is in. Just need to bang out a simple XML parser for stage and save data, and drop my menu-lith in as the keystone tying it all into a loop now.

See you in three 😉 spent a lot of time cleaning up yesterday.

 

snekgame 0.2

About a week later, all the basic systems and setup I need to build the game are in place.

Sneks can fall and become physics objects, island exists and is populated by trees in a ring.

From now on, you can grab builds and project files here.
https://drive.google.com/drive/folders/1WYKA9EcEX9iHZdAzS0cIteGtkGOWMgXe?usp=sharing

The player will try to flick the Sneks over the trees to keep them on the island.
The camera setup still needs some adjustment, right now the Sneks are way too small on-screen.
I’ll come up with something.
The random tree ring script is fun but awful and could use cleaning up.

Project files for tonight are uploading now.

snekgame 0.1

I am posting work-in-progress project files and .apk builds for an Android game I am making as a portfolio project. It will be my first Android game, I am testing it vs an LG K8.

Build 0.1:
Movement mostly finished / starting to get dialed in.
Extremely rudimentary object avoidance. (to be elaborated tomorrow)

.apk only, project file next time:
https://ufile.io/cf599

Next build:
The Sneks avoid stuff and don’t suck at it.
(so much for falling off today, maybe tomorrow)

Hopefully a liiitle less floundering tomorrow haha.

snekgame 0.0

I am posting work-in-progress project files and .apk builds for an Android game I am making as a portfolio project. It will be my first Android game, I am testing it vs an LG K8.

Build 0.0 is mostly a performance test.

Spin the island around
The Sneks wander away…

Full project file:
https://ufile.io/i4b6h

.apk only:
https://ufile.io/njrf8

Next build:
The Sneks avoid each other (and stuff)
The Sneks fall off the island…