A Great Week of Bringing Poems to Life and Other Things

Hey guys,
Steve here.
You’re not going to believe this! It turns out that “Flamity Flame the Lame Audio Game,” the poem I wrote and published on last Wednesday’s blog post, has become…exactly what it talks about–an audio game!
Though I’ve indeed brought this game to reality, it is a twisted one; the audio game is not exactly as it was depicted in the poem. Nonetheless, I tried to structure it around most of the rules outlined therein, so that the result was mostly as expected: You are placed on a game board, James is there as well, he does not make a sound, and you must kill him.
However, I strayed a bit from the main idea. James is able to shoot back, if you give him time to anyway. When you square up with him, he is raising up his gun, and you’d better fire like crazy before he has time to. However, if you’re too slow to fire enough shots to take him down, as is likely to be the case, it will be necessary to step to the left or right one time to get out of the line of fire, and take a small 5 second break or so, before moving back to where James is and proceeding to blast him to oblivion. This system helps to test one’s quick thinking and reflexive skills, while also laying the foundations for an action packed, quick paced arcade style shooter game, something that was definitely not described in the poem.
Secondly, rather than killing James once, there are five levels; James has five lives; four less than your average cat, four greater than your average James. In each of these unfortunate, short lives, James’s is more angry than in previous ones. Proceeding the burning out of one of James’s lives, you will advance a level, and hear a threat. As you achieve higher levels, you will notice that these comments grow more angry and bloodthirsty. This is only the precursor to a level filled with faster shots from James that could easily slice off a significant chunk of health, and result in your quick and almost, and I emphasize almost, painless death.
There is some good news for you, though. Unlike poor old, slow, angry James who cannot actually walk, You can move away from him safely and confide in the fact that he won’t follow. Also, though your health does not reset following the start of a new level, you’ll notice that it takes less shots to kill James in the higher levels; though the main goal in those levels is still to kill James, the underlying goal is to time your attacks so that James doesn’t have time to shoot back, a task that can be quite daunting.
Another perk is that unlike James, the firing time limit on your gun is not directly set in the game; this means that you will be able to fire as fast as you can press the space bar. So while the game gets increasingly challenging, there are several constant factors that place the game mostly in your favor.
For the first time, I actually have a reward for those of you who just read that–a download link! Since Flamity Flame was such a small project, it is already released, and can be Downloaded from this link.
In the package, I’ve included both a documentation, and an audio strategy demo, and I recommend that you have a look at both.
Moving away from Flamity flame, I suppose I’ll include a short update on my life, by that I mean a quick summary, since the previous part of this post went a lot longer than I intended it to.
My birthday went exactly as I thought it would. I overloaded on some great food, relaxed, and went to school, that list of events being in order from most to least important. The only unexpected occurrence, was that I bought a space upgrade for the blog, meaning that instead of having to upload pod casts and such to Drop Box, I can now upload those files to my blog, and have been in the process of doing so. Since I transferred pod casts first, both the feed and page work, though for those of you who are subscribed to the feed you might be asked to download all episodes again.
As for the weekend, there’s not much to say there. My sister and dad were out of town, so it was just me and my mom. I basically spent the weekend relaxing, eating junk food, and then Sunday we were at church all day. Also, I recorded a podcast on Death Match A New Beginning, and had the privilege of having Danny on the podcast over Skype. You should seriously listen to it.
That concludes this quite lengthy post. Enjoy the new little game, and Happy Flaming!
Thanks for reading,
Type you later,
Steve.

A Week of Progress

Hey guys,
Steve here.
I had a wonderful spring break. As my last post was published on Monday, most of you already know that I went to Winter Jam 2015 in Fort Worth, Texas. But that aside, the rest of my week, though not nearly as exciting, was still good. Besides coding on my proverbial racing game, I worked out mostly every day, Spent time with my friends, chilled a little, and did a bit of gaming.
Due to the situation with reality software that I wrote briefly about in a post a few weeks back, I’ve played little to no Death Match: A New Beginning since then. Recently, though, things have calmed down considerably, thus I started to play it again. Last week, Danny took me on a bounty mission which took a good chunk of time to complete but was worth it. I myself do not possess any ship(s) required to do such missions, but am gradually working my way up.
Off the topic of Death Match, more work has been done on my racing project. As per the programming aspect, I’ve slowed down a bit, but progress is still being made and, that being the case, I have some stuff to report.
First of all, as suggested by someone on my forum thread, I’ve added the ability to drive backwards. I will demonstrate this on Wednesday night’s demo.
Also, I’ve put in some more work on the stats system, fixing some nasty bugs and having to rework it a couple times. I designed it so that all player stats are stored in the character folder which is located in the s quad racing program directory, as it currently stands. However, before this is over, I’d like the data to be stored on a remote server, to prevent cheaters and other such pests from having access to easily changeable content.
Anyways, I’ve not yet added anything in the way of upgrades. For that matter, there’s still only one track in the game, but that is soon to be changed. I had quite a busy weekend, so didn’t have much of a chance to code, and I really didn’t code much today as I’ve been taking a little break.
Besides that, there’s not much else to report. I’ll blog you all later.
Thanks for reading,
type you later,
Steve.

Spring Break?

Hey guys,
Steve here.
I’m really confused. Here I am, a citizen of Texas, on the Thursday before spring break, out of school for a snow day. A quite large winter storm blasted us with around 5 inches of snow and ice last night, making this the 4th episode of winter weather in northern Texas since last Monday.
This time, however, I was not so unlucky as to be trapped in the house all day. In fact, despite the cancelation of school, my day started at 6 this morning, with a trip into the back yard to check out the left overs from last night’s storm. Against the common unwritten rules of being a teenager, I was neither tired or grumpy even though I went to bed just after two in the morning: these days, oh the few rare days when snow blankets the ground, are when “getting efficient rest” is the last thing on my to-do list. However, as I type this post, I reap the outcome of such a fun filled day of snow ball fights, sledding attempts, and no sleep.
Since the sun was out pretty much all day, most of that snow melted away, tipical for Texas. So, we’ll be going back to school tomorrow, but thankfully it’s only one day; next week is spring break, if you can call it that in light of recent weather patterns. 🙂
Moving on, I’ve officially entered week three of audio game development. Though it was very late last night, around midnight I think, I posted the audio demo for this week on the S Quad Racing Page. This reflects most of the changes I’ve talked about in the change log and blog post from the last week; the sound of the player’s car is noticeably quieter, the turning system far less flawed, and there are now opponents that can drive on the track as well, though that’s about all they can do.
As of yet I’ve not completed a fully functioning opponent intelligence. This is still being worked on, though, one step at a time. As I said in my last post, I began working on opponents on Sunday, and have only been making minor changes and additions since.
Moving on, my week has been relatively pieceful for the most part save the winter weather and asociated impacts. On a more negative note, amidst my normal routine of school, relaxing, gaming, programming, and reading, I was involved in a pressing matter that had to do with Reality Software, Danny’s game development company, for the first half of the week. Thankfully, it was finally resolved yesterday evening.
Aside from all of what’s been said, there’s not much to report, except that I’m really looking forward to this Spring break, regardless of what season and/or weather it happens to proceed.
Thanks for reading,
type you later,
Steve.
PS. The following are pictures from the snow day.
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An Update

Hey guys,
Steve here.
I found this really cool, blind accessible Solitaire game for the IPhone. It’s $2.99 for the full version, but you will definitely get what you paid for. Here’s a very well done review of the game that I listened to, and if what I’ve already said about it won’t convince you to buy it, this surely will: http://applevis.com/podcast/episodes/blindfold-solitaire-audio-version-classic-card-game.
Speaking of games, I’m happy to say that I’m making a lot of progress on the racing game that I’ve been developing. It’s only been 10 days, and the player interface is complete. I performed several rounds of testing earlier to day and can’t seem to detect any bugs so far, so if any do exist they’ll likely be found once I create some opponents to race against.
Speaking of which, I’ve coded the structure for the opponents thus far, but as of yet haven’t done anything with it, and don’t think I will until tomorrow. The reason for this is that coding them will be far more complex than it was to program the player interface. The reasons for this are as follows:

  1. Unlike the player, the opponent can’t think about what decision it will make; if an obstacle appears in its path, it can’t decide it wants to move out of the way. While I could easily program it to automatically turn to avoid the obstacle, this would give it an unfair advantage over the player: one would be hard-pressed to win if the opponents that they raced against avoided every single obstacle while they hit at least one.
    Fortunately, I have an idea of how I could code the opponents’ intelligence in such a way that it’s not always perfect, though I’ll not say what it is until I’ve proven that it works.
  2. Player Interaction.
    In this game, I’d like it to be possible to slow ones opponents down temporarily by coming up behind them and bumping them. Of course, if an opponent were to intentionally bump into the player, I’d like it to have the same affect on him. In theory, coding this should be a piece of cake, but previous attempts to do similar things proved this to be falsehood. Nonetheless, I know beyond a shadow of a doubt that this can be accomplished.
  3. It will likely take a good chunk of time to program all necessary opponent actions. Despite the fact that I knew what I was doing and had very little trouble when coding the player interface, it still took a significant amount of experimentation and testing to get it fully operational. And now that I’m coding players that are out of my control during game play, it will be harder to notice smaller less significant bugs that occur.

Despite the challenges outlined above, I’m optimistic about this game. As I stated on the audiogames.net forum, I’m programming it because that is something I love to do, and I enjoy playing audio games very much.
For those of you who want to stay informed of how the development process is going, I recommend that you visit the S Quad Racing Game Page. It is where I post the daily change log, and weekly audio progress demos.
Off the topic of game creation, I had a great rest of my week. The snow storm that came in early Wednesday morning didn’t give us another day off of school, though I hardly expected it to. In fact, all of what actually fell as snow melted right after the event was finished; much of the precipitation was sleet and rain anyway.
Yesterday, though, was a completely different story. Temperatures, as they did on Monday, didn’t rise above freezing, and it snowed all day. I still had to go to school because the snow didn’t even start to fall until around 9 in the morning though. Today, while I’m sure the roads were quite treacherous, it didn’t affect me at all, that is to say, none of my plans were affected. I don’t think we’re done with winter weather yet; we could get some sleet on Wednesday. I wonder, will it actually happen?
Aside from what’s already been written here, there hasn’t been much else to talk about, though I got my 6-weeks report card and discovered that I made all A’s except for algebra, but I still made a B in that class.
Well, I’m signing off now. Have a good rest of your weekend, I’ll blog again some time next week.
Thanks for reading,
Type you later,
Steve.

Programming and Winter Storms

Hey guys,
Steve here.
Wow. A lot has happened in the last 4 days, as you can tell by reading the title of this post.
Yes, we got a direct hit from an ice storm. I’d known about this possible storm since about Thursday, but didn’t think it worth posting about as all other winter events that were possible this season missed us. This one, however, did the exact opposite.
As a result of the 1 and a half inch sleet accumulations we received this morning and a sustained temperature in the middle 20s, school was canceled today and will be tomorrow as well.
Though temperatures are expected to rise above freezing tomorrow afternoon, a second winter storm is possible tomorrow night, which could bring up to 3 inches of snow to the area. This one depends on some key factors, however, unlike the ice storm that just hit. for 1, the storm system that will be the catalyst for this second bout of precipitation must move directly over us in order for the precipitation to fall as wet snow. If it doesn’t, we could end up with just rain, or no precipitation at all. Secondly, the high temperatures on Wednesday will exceed 40, turning what accumulates in the morning into slush by the afternoon. Knowing Texas and it’s erratic weather patterns, though, this could very well change for better or worse.
In other news, I’ve once again had an active programming week. For now, I’ve set aside the word pad application that I was working on, as it is very low priority and has most of the features I was planning to implement. However, I have an actual audio game in the works now, something I’ve only attempted once before and discontinued due to lack of new ideas.
The current game I’m working on is a racing game. There’s nothing too special about it: turns, obstacles to make the game more challenging… that’s basically it. I’ve been building it for about 4 days now, and was only able to compile a half-working version tonight. Even still, this has a significant number of bugs, and lacks several features that are to be included in the actual release.
Since I’ve never worked on such a project before, the hardest part has been fine-tuning it: the opponents have to have just the right amount of speed, because we don’t want them to fall too far behind, but then again we don’t want them to go as fast as the player, as that could cause some problems, especially if obstacles are present on the map. In addition, I’m still experimenting with other things such as sound (panning, volume), initial placement of opponents, and track size.
At any rate, I’m making considerable progress on this game. It will definitely be addicting once I finish coding it.
That concludes this post. I’ll blog some time this weekend.
Thanks for reading,
type you later,
Steve.

A great week

Hey guys,
Steve here.
So far, that is for the last 12 days, 2015 has been quite a good year. I’ve been pretty good about sticking to my goals for this year–consistent podcast schedule, a good blogging routine, piano practice ETC.
There have also been several other factors that made the last week and a half such a good time for me. Firstly, I received a report card last week, where I learned that my lowest grade (that includes 3rd six weeks, semester averages, and semester exams that I wasn’t exempt from) was a, 90. Not that I was really worried; I try to be responsible with my school work most of the time, but I still wasn’t expecting that.
Also, last week wasn’t very stressful. Contrary to what I previously thought, the first week back at school did not come as a harsh slap in the face; waking up bright and early once again wasn’t all that difficult, though I was pretty tired the first few days I had to do so. The work wasn’t too hard, though I suspect it’s because it was the first week of a new semester. And between practicing my piano, doing some here-and-there programming, talking to my friends, reading, and recording pod cast episodes, I haven’t had much time for boredom.
Speaking of reading, I’ve started a new book. Recently I’ve been reading later installments of book series, because either the service I use to get audiobooks doesn’t have the title I want to read in their listing, or I procrastinate too much to read it when it comes out. But anyways, after finishing the final installment to the heroes of Olympus series, I read Day 21, the sequel to the 100 by Kass Morgan. Now, I’m reading Cress, the third installment in the Lunar Chronicles by Marissa Meyer. As good as these books are, I kind of wish I’d read them sooner, because even now I’m still remembering details from previous books in the series.
Moving on, as you might have noticed, I never again mentioned the winter weather event that was possible for New Years Eve and New Years Day. For one, I forgot to mention that, and secondly it wasn’t worth talking about, because it all ended up being just rain. Even on New Years Eve, there was still a 70% chance of winter precipitation in the forecast, and a winter weather advisory had been issued. However, by midnight, the forecast had changed, and only a slight chance of freezing rain remained, and even that never came to pass, making the whole event just a couple days of cold rain. So as you can see, definitely nothing to get excited about.
On the technical side of things, I’ve done quite a bit in the way of coding and gaming over the past 10 days. To start off, Paladin of the sky (found at http://www.vgstorm.com), was the center of my gaming world for 3 days, before I finally reached the end of the demo. Whether or not I will buy the game is still under heavy consideration–as much as I like the game, and the story, there are some parts (namely the combat system and room sizes) that I don’t like. But I really, really like the story, so who knows; that actually might inspire me to purchase it.
Also, park boss has been another recent favorite of mine, though after playing that a lot for a week or so, I kind of lost interest in it. I haven’t even opened the game in a week now.
Speaking of games, Danny has released another installment to the death match series. it’s called Death Match: a new beginning. I’m not sure of all the features it has thus far, though I know that the last time I played it, you could fly ships, and explore planets. Danny told me of another feature he’d added, but I cannot remember what it was.
Also, if you haven’t played death match: project alpha yet, you definitely should. great story, awesome style of game play. Both of these games can be found at his website: http://realitygaming.usa.cc
or the audio games.net forum.
And Finally, I’ve been dabbling a bit in pure basic again, as was briefly mentioned earlier in this post. Though I haven’t produced anything useful, resourceful, or even enjoyable, I’ve been messing around with things such as text to speech support and the basics of game creation. Just today, in fact, I learned that for some reason, the Pure Text to Speech library does not like the idea of compiling Unicode executable files; every time I’d try to run an Unicode executable that used text to speech, I was greeted by an application crash and invalid memory access error. (If you don’t know what I’m talking about, don’t worry, because I don’t know what that error means either). Luckily, with the configuration of some compiler options, I was able to finally resolve the issue. This means I can actually move forward and begin to bring a game idea I have into reality. We’ll just have to see though.
Well, I guess that about wraps up tonight’s post. I hope you all enjoyed it. I’ll blog you all later.
Thanks for reading,
type you later,
Steve.