Back To School

Hey Guys,
Steve here.
Well I found out something very interesting yesterday! Apparently, it’s actually possible to carry out a Skype conversation with a… cat!
I was in a Skype call with Danny, trying to record an episode of my Podcast. However, Danny had to take a break in the middle to eat dinner. While he was gone, his cat started meowing for no apparent reason, so I meowed back at her to see if she’d answer. Guess what? She did! And since I still had the recording configuration used for my podcast set up, I was able to record a little ten second clip of it.

Maybe, just maybe, she was meowing for a totally different reason, but I’m humorous. So I say she was chatting with me. And it’s not like she can deny that… or can she?
Anyways, besides chatting with cats, life has been pretty good over the last month, even though school started back up last week. Most of my classes this year aren’t bad, well not really, although some of them are a real pain to get to, which is why I got lost twice so far.
Besides getting lost, I’m already getting homework. In fact, that started the second freaking day I attended geometry! However, the teacher seems nice and helpful, so I don’t think there will be any trouble there.
In addition to the homework, I’ve been having some technological issues in a few of my classes, and am afraid I’ll have to leave one of them for that reason. I don’t know what it is with Microsoft Office products, but they just keep going down hill in terms of accessibility. Worse still, they are practically a necessity in college and the work force these days, so I’m not really sure what I’m going to do once I get to that stage of my life unless something can be done.
That said, Microsoft Office is practically the back bone of the class in which I’m struggling. So unless they manage to fix their accessibility issues, I’m not quite sure how I’m going to pass that class.
On a more positive note, development with S Quad Racing, sluggish as it is, is going quite well. I had to fix some annoying bugs this evening, bugs that of course didn’t pop up until I tried to record the audio demo (figures). But rather than make sure all current bugs are patched up, I’ll just go ahead and throw together a demo recording, because in the next couple days I want to code in surfaces, but before I make such a big change to game play I really think I should get a recording of the game in its current state. Besides, that demo is pretty much 2 months over due, so yeah.
That concludes the posting for tonight. Be sure to stop by and listen to podcast episode 38, which demonstrates RS Games, and is as usual packed with mine and Danny’s twisted sense of humor. Please, listen to it. It took us 3 attempts to record that thing!
Thanks for reading,
type you later,
Steve.

S Quad Racing: Gears, Track Building, and A Bit of Rewriting

Hey guys,
Steve here.
Despite what the absence of an audio demo that “should’ve” been released nearly a month ago might seem to imply, I have not neglected, or in fact been lying, about the current status of S Quad Racing. While there has been days when I haven’t worked on the game, (maybe even too many), I’m happy to report that development is still underway.
First of all, I’ve begun to rewrite and organize parts of my code. While the initial reason for doing such was to make the code a bit more readable, upon further inspection of what I previously had and after a bit of brainstorming on the gears system I discovered that my code was unintentionally designed so that any major changes, I.E. the implementation of things such as vehicles, gears, surface types, and other structured objects was out of the question, due to the way I’d programmed most of the game in its early stages in an effort to create a simple environment in which I could get a little taste of what I wanted S Quad Racing to ultimately be.
Now, though, the game has become more complex, grounds for a bit of a rewrite.
The following is a list of reasons I couldn’t possibly produce that audio demo, at least not tonight and maybe not even tomorrow:

  • I ended up organizing the code into separate files, and if I compile now I am bound to get some errors due to procedures not being declared and such and will likely have to make adjustments accordingly.
  • I’ve added a lot of new code that hasn’t been tested yet due to my not having finished making adjustments to the code.
  • I found a new bug. If you add a turn, and then strengthen or weaken it by adding another turn with greater or lesser severity right after it without first having a straight section, the game will not announce the name of the turn due to a bit of code I added without thinking, again, about the future. However, this one should be easy to fix.

    With all that said, there is good news to report. The above mentioned new code deals a lot with the gearing system, and I’m happy to report that I found and coded a solution that will work for this!
    In addition, I came up with a new idea to manage speed, and have implemented it as a result. This new way is not only future proof, but way more practical in terms of balance, as it basically tells the game how to handle each and every individual speed that a car can travel, without me ever having to touch it again. While you are unlikely to notice much of a difference when the new demo is released, the gears and ability to select different vehicles are bound to catch your attention.
    That concludes tonight’s post. Once all the code is sorted out I’ll likely be releasing two audio demos; one being on the track builder only, the second demonstrating the new gears system and ability to race with different vehicles.
    Thanks for reading,
    type you later,
    Steve.

  • Interesting Game Development Updates

    Hey Guys,
    Steve here.
    So I’ve had an idea for a rather unique track building system for S Quad Racing, and it is quickly becoming reality. In this track builder, which is nearly complete as far as current game functionality goes, users are offered two ways of building tracks.
    When a user first begins editing a track, they are placed at the starting line, and the builder is in driving mode. In driving mode, the builder works exactly how the game portion works, minus opponents. There is one difference, however. While driving in the builder, a user can hit the P key at any time to enter pause mode. When in pause mode, the car, and all obstacles, are frozen in place on the track. In addition, the turning keys are not used to move the car; instead, they are used to add turns to the track. The idea, is that a user can add either a left turn or right turn of any severity to the track, by pressing the corresponding arrow keys. For example: pressing left arrow once will set the turn type to easy, twice will make it moderate, a third press of the key will start a hard left turn, and the fourth and final press of the key will begin a hairpin left, the sharpest turn possible in S Quad Racing.
    When the user has selected the type of turn they want to insert, they would press P to enter back into driving mode, and their car would enter the turn, just as if they were encountering it in the race portion. When the user felt the turn was long enough, they could end it by first entering pause mode, and then pressing the opposite arrow key (if they were working on a left turn, for example, they would press right arrow), until they heard the words “go straight.” Upon entering back into driving mode, they would find that their car was no longer in a turn.
    While I’m sure my explanation confused some of you to no end, an audio demonstration of the system will be released within the next week, which should help to clear up some of the confusion.
    The second way to add turns to tracks, (the less confusing, more familiar way), is to use the built in track edit menu. This menu can be accessed only within pause mode, by pressing m. Using this menu, players can add or remove turns, change track settings, as well as build structures. The way turns are added in this menu is that the user keys in the start and end position the turn is to be placed on the track, and then the type of turn it is they are adding. As this is the more familiar approach in most other racing games, I figured I’d add this as an option.
    Still, even if the user chooses not to use the build-as-you-go method, they can still use driving mode to test and make sure their turns are placed exactly how they want them, making this a unique, flexible, easy to use system.
    Besides the track builder, I took out obstacle functionality for the moment. Obstacles are still in the game, but nothing happens if you or an opponent runs over them, as I have new ideas that are, in my opinion, far better than the systems I’d previously implemented. In addition, I finally encrypted all character data, to prevent people from going in and setting their stats to cheat their way through the game.
    As it currently stands, S Quad Racing will soon be ready for early testing, which comes as a relief to me, because after 5 months I’m about ready for people to at least try out my work.
    Coding aside, I’ve had quite a good couple of weeks. Besides it being Summer of course, I spent the first half of the week hanging out with my friend, and the rest of the time I’ve been doing a lot of sleeping in, working out, and, of course, GAMING!
    Thanks for reading,
    type you later,
    Steve.

    A Horrid Mess of Code

    Hey Guys,
    Steve here.
    Some of you might be wondering what is with the strange title of this post. Perhaps, if I was to inform you that I had a hard time coming up with a way to write this post in common English, not to mention the many attempts to write this post that were deleted because they appeared way too technical and over the heads of the majority of my blog’s readers.
    Anyways, I’ve decided to organize this one by level of complexity. That said, I have some news regarding the Steven D Podcast.
    I recorded it last week, on Audio Quake as I previously said I wood. Unfortunately, I was unable to post it on Sunday because I was traveling to camp. However, I’ll try and get it posted at some point this week, so stay tuned.
    Also, due to the above mentioned camp, there will be no podcast episodes next week or the week after. But when I do record another podcast, I think I’m going to start a series on the game Awesome Homer, found at Jim Kitchen’s website.
    In other news, I have a little release for today’s blog post. Unlike the games I released over the last two months or so, this will not be of much use to anyone, except programmers of audio games in pure basic. However, since it is my blog and I know of a few said programmers, I’ll go ahead and release it here.
    download this small set of includes that make some audio game tasks a bit easier
    This includes a way to create audio game menus, as well as audio forms. Included are documentation, examples, and the Tolk library which enables screen reader output.
    Moving on, though the change log doesn’t say it yet, I’ve made some significant changes to S Quad Racing. For now, I’ve deleted out all of the menus, and have begun replacing them with menus generated with my dynamic_menu class. This might seem like more of a waste of time than anything, but it helps me as the developer because it shortens my code and takes about 5 or 6 minutes out of the time it takes to code a full menu. That being said, I now have some awesome main-menu music, and cannot wait to show it to you in my next audio demo, which won’t be for a while since currently the “regular race” option doesn’t go where it’s supposed to go. Perhaps, though, I’ll be able to scrap something together next Wednesday.
    More importantly, I’m slowly realizing a gear system for this game. And before I end up forgetting it, I’ll go ahead and explain my ideas here:
    There will be a minimum and maximum speed for each gear, as is the normal. If one exceeds the maximum speed for the gear they are on, the car will explode after 10 to 15 seconds. Each time the driver shifts one gear up, their speed will stay the same as before. However, gearing down will not work unless the user slows to a speed that is less than the maximum speed of the gear they are switching to.
    As for acceleration, and that good old gear switching affect we’re always used to hearing in most racing games, I have a complicated system for that, but I’ll not go into detail until I try it out since it hasn’t been proven to work. However, if this all goes well, I guess you’ll have something else to look forward to in the audio demo. And, I’ll be looking into getting that dreaded bug preventing multi-lap races. Stay in tuned to the s quad racing updates page.
    Well, that about wraps up this post. I’ll blog you later.
    Thanks for reading,
    type you later,
    Steve.

    Another Small Release and a Few Updates

    Hey guys,
    Steve here.
    I said I’d have a surprise for you all, and that was not an empty promise.
    Over the last week, I’ve been sporadically coding on a little game, one which is similar to the classic Pong, but with quite a few twists. And not only did I create this game, but I included the source code, which is heavily commented, so that anyone interested could have a look at how games are actually coded in Pure Basic.
    Similar to flamity flame, you are placed upon a side scrolling grid that is twenty squares wide. Your goal in this game, however, is to run after the ball and hit it to prevent it from hitting the ground.
    To accomplish this task, you are given a paddle, which you will swing once you are beneath the ball and it is low enough to hit because, after all, you can only reach so far.
    Since the ball can go just about anywhere when you hit it, it is impossible to develop much of a strategy. Plus, the game gets difficult, rather quickly. So quickly, in fact, that the likelihood of you lasting over two minutes is nearly zero.
    Fortunately, though, there is help. Firstly, you don’t really have to worry about centering yourself exactly beneath the ball; you will hear a beep when you are centered. Secondly, there are platforms. If you are not near the ball when it is coming down, and it happens to be above a platform, it will bounce off of it rather than making the journey to the ground.
    Initially, you start out with three platforms, spaced out evenly in intervals of five. However, as you play, additional platforms will spawn, though considering the level of difficulty in the game it’s likely you’ll only get one, if any, platform spawns before the end of the game.
    While the fact that more platforms will spawn might enspire you to work your hardest, there is one thing to bear in mind about platforms–they are not the nutral, happy-to-help objects you might think of them to be. When the ball bounces off of a platform, it will rebound faster, and you must work a lot faster to get to, and hit the ball. This affect is called catapult, and only lasts 3 to 10 seconds after the ball bounces off of a platform. So while it is true that platforms can be a life saver, you might want to avoid letting the ball hit them as much as possible, otherwise you’re going to lose more than you gain.
    Well, if you’re interested, you can Click here to download it.
    Also, I have recorded an audio demonstration, which you can listen to below.

    There are a few things I might change, such as how quickly the game gets hard, and the interval between platform spawns.
    In other news, I haven’t worked much on S Quad racing, in fact I’ll confess I didn’t work on it at all this week. I was mainly focused on coding the game released in this post, which I named “Bouncy Ball” because I was too bored to name it anything else, to code something as complex as S Quad Racing. I probably won’t open it up tonight either, as I’m rather tired, but hopefully tomorroww I’ll get back to work. I think that before I implement dynamic weather, ambiance, and cheering into the creation of tracks, I’ll go ahead and see what I can do about implementing gears, as that is a task that I’ve put off for several weeks now but needs to be done.
    Well, that’s about all I have to report. I’ll blog again later this week. As far as pod casting goes, I’m not quite sure. I want to do an episode tomorrow, but we all know me. So who actually knows–but hopefully tomorrow.
    Thanks for reading,
    type you later,
    Steve.

    An Audio Editing Experiment and Some Updates

    Hey guys,
    Steve here.
    I know it’s been a bit longer than ten days since my last post to this blog, and I’m sorry about that. Fortunately, this period of extended silence has not been counterproductive.
    First of all, I generated an audio file. This was originally supposed to be an oscillation of about fifty different sound waves going up and down the frequency scale–an attempt to annoy people. However, after some heavy editing, and by that I mean using eighty percent of the audio affects in audacity, I was able to turn it into… a “Sci-phi frequency storm gone bad!”

    I’ll admit it’s a bit annoying, but it’s one of the most captivating things you’ll ever listen to! That is, if you actually listen to it.
    Moving on, after all that work I did on S Quad racing last week, I mostly fixed the winning system. It is now possible to win races and lose them respectively, that is, if you only race with one opponent. Even though I haven’t figured out why the game won’t work properly with multiple opponents, I will be releasing an audio demo by Wednesday that demonstrates a fully working race!
    Also on the subject of gaming, I returned to the swamp universe last week, though I haven’t been quite as addicted as I was in the past. Don’t get me wrong, Swamp is still by far the best game I’ve ever played, but I for one don’t want to end up having to renew my account at the same time I pay for the website, and not to mention I have a game to code.
    By the way, speaking of games to code, I might just have a small surprise in the works. This is far less substantial than S Quad Racing, but, judging by your reactions to Flamity Flame, it has the potential to get quite a few of you hooked for several minutes, or even hours, perhaps. Stay tuned!
    That concludes the posting for tonight. Stay tuned for updates and/or releases on that “secret surprise,” and be looking out for the next podcast episode, which might just be my demonstration of Psycho Strike, the new Grand Theft Auto-like rpg from VG Storm and Blastbay Studios.
    Thanks for reading,
    type you later,
    Steve.

    Death Match and Programming updates

    Hey guys,
    Steve here.
    I’m very sorry to say this, but I was unable to record podcast episode 34 this Sunday. This is because Lightstar had a rough encounter with Viper, a mean old battle ship that was piloted by a fellow player of Death Match, Kenny to be exact. Well old Kenny challenged me to a space battle, and I’d have been a fool not to agree, well, maybe I was a fool to agree. Because though I was able to vanquish him in 10 minutes, he significantly damaged my hull, and it took nearly 12 hours to repair.
    On Monday, when I found my ship repaired, I thought I’d go ahead and record that podcast. However, Danny was away from his computer, and I found myself getting bored. The result, was me going on my first actual true bounty mission, one that I profitted from. This time, I had a crew of three to four people with me, and two of them manning the warhead launchers. Even still, my ship took significant damage, though not nearly enough to call it a critical fight. This, along with the fact that I never managed to get Danny online to record the podcast, completely put pod casting out of the question. Maybe, just maybe, I’ll try again tonight.
    In other news, I’ve made quite a bit of progress on S Quad Racing. First of all, I’m glad to say that the track parser that took a good deal of time and frustration to get working has been successfully implemented. And, because I was in such a good mood after finally getting it working yesterday, I even added error checking that will prevent the track from loading and tell you where corrections are needed. This shouldn’t really be needed, since I’m about 93% sure that most people are going to use the in-game track builder anyway, but I figured I’d add it just in case since I myself made some mistakes in the beginner track. Meanwhile, in my free time I will be looking for rain sounds, particularly sounds of rain falling upon a car, and I’d prefer to have such sounds in varying degrees of intensity, though I’m sure I could produce this affect with a bit of audio editing. In addition, if at all possible, I want to implement random hailstorms that could damage your car, as this is indeed something that could happen in the real world. At the time of this writing, hail storms are more of a possibility than anything, as I’ve not even yet programmed a propper vehicle structuring system, and it’s more than obvious that you can’t damage something that’s not really there.
    To that end, implementing rain storms should take less than 20 minutes, if all goes well. Unlike most other track and weather features, I don’t need these to affect either the player or AI much, although I might make it necessary to slow down below a certain speed lest a player would like to experience the affects of a sticky mud obstacle, and that goes for the opponent as well.
    Another thing that might enspire game entities to want to slow down, is that I plan to make these storms move across the track as well, at roughly the same speed as a car, give or take some. And if you continue to move at a fast speed, you’ll be moving at nearly the same speed as a storm, so you’ll be under it longer.
    Overall, I plan for the main affect of these storms to be to impair a player’s ability to hear obstacles and opponents, to give the affect that heavy rain causes to sighted people. And since some storms could be farely large, you can rest assured that none will be included on the small beginner track. And if I decide that I want to put a few on the second track, they will occur rarely, and will not likely contain very heavy rain.
    Moving on, today is April 21, which marks yet another year I’ve been blogging. As most of you know, I started this blog in 2011, and some times go back and laugh at my posts from back then. In case you don’t know, I used to do the following things which I no longer do now:
    1. post like three or four times a day some times. lol
    2. Post nearly every day.
    3. not write very good at all.
    4. write blog posts that were sometimes frivolous, unnecessary, and boring. 😀
    More importantly, though, having a blog has improved my writing skills, and given me a place to talk tech when the people around me were too confused to listen.
    Well, I’ve certainly enjoyed these past few years I’ve been able to do this, and look forward to producing more posts as I get closer to becoming a programmer, and perhaps even a writer! Have a good week, everyone.
    Thanks for reading,
    type you later,
    Steve.

    Coding Frustrations and Space Battles

    Hey guys,
    Steve here.
    Coding can be an extraordinarily painful, irritating thorn in ones side sometimes. Tonight it feels as though my only consolation is that experienced coders go through the same thing, and my unfailing passion for technology.
    I say this because the track parser I’ve been implementing into S Quad Racing is not turning out the way I want it to. Basically, the procedure I want the program to initiate when a player selects a track is as follows:

    • Open the file that corresponds to the track that was selected. For example, if the player chose Beginner, the game would load tracks\Beginner.track into memory.
    • Read through the text of the file. It would then:
      -set the track size as determined in the file.
      -set spawning of obstacles properties such as how fast they would appear, and the maximum number that was allowed.
      -Finally, the turns and straight sections would be generated, laying out the track structure.

    • After all of this, the idea is that players would start the game, and be placed on the track that they selected, exactly as it was structured.

    However, as is the main focus of my frustration, I’m encountering some major mishaps. On the first three or four compilation trials, I couldn’t even get the game to load the track file. Rather, it would create a file called “0” with no file extension inside the tracks directory, and attempt to read from that instead. The result was a barren, completely straight track that, if raced upon, would likely last forever, as there were no defined finish line boundaries set. And though the player could move forward, the enemy could not. Instead, he would just sit there at the beginning of the lap, winning first and second place, thus eliminating the player’s chance of winning. 😛
    After tweaking the code, and by that I mean changing two characters of it, I resolved this issue. However, I still cannot, get turns working, no matter what I try, and ever since I implemented this system, obstacles refuse to spawn.
    Though it might seem almost hopeless, there is some good news. As has already been mentioned, God has given me the blessing of having a best friend who is quite efficient when it comes to audio game coding. In the coming days, I will be examining the code for his snowboard racing game. Hopefully, this will help me come up with a working solution to this issue.
    Once this blows over, I will look into adding more environmental features such as rain pockets, road hazards, power ups, wall sections, and perhaps some more turn types. Stay tuned!
    In other news, I’ve had a rather active week on Death Match a New Beginning, engaging in some intents battles with pirate ships of various hull strengths, one of which rendered my ship useless for 35 hours. Since I spawned all of the enemies I fought this week, I was able to give them creative names. Vladdiator, Chad Dungie, and Virwag14 were just some of the names I came up with, the latter being the most recent battle I was involved in.
    In fact, after Virwag14 was destroyed, I founded a colony in its honor. But the twisted thing is, I docked the very ship that was used to kill Virwag14 the ship, on the barren grasslands of Virwag14 the planet. 🙂
    That concludes the posting for tonight. The next time you will be hearing from me is on Podcast Episode 34, when I will be performing a bounty mission on Death Match. and once again, Danny will most certainly be there!
    Thanks for reading,
    type you later,
    Steve.

    Life and technology updates

    Hey guys,
    Steve here.
    Disregarding the poem I wrote on Monday, it’s been roughly 10 days since my last blog update. And during those 10 days, there have been multiple blog worthy events.
    To start off, Danny has decided to take a break from administrating Death Match: a New Beginning, (the game demonstrated in podcast episode 32). As a result, He placed me in charge as main admin, a position I’ve held for four days now.
    Secondly, I was also promoted to administrator position on Survive the Wild, a realistic wilderness survival game developed by Sam Tupy, and featured on this week’s pod cast episode.
    Funny thing is, I’d gone from having zero experience running an online game, to being co administrator on one, and main administrator on another, in the span of 30 minutes.
    In other news, I once again opened up the S Quad Racing code, something I haven’t done in three weeks as a result of an extended break I took to prevent from pushing and burning myself out on coding it. Rather than doing the wise thing and check where I left off in the change logs, I instead decided to begin implementing track creation.
    Track creation is quite simple. For the time being, it is possible to edit tracks within text files, and they use an extremely simplified language; one so simple, in fact, that some one who knows little about computers can create their own tracks. To make matters even less complicated, I plan to include a track builder that will make it so that one need not type out tracks by hand. This is not due to the complexity of the track language itself. Rather, I’ve learned the hard way that the procedure of track creation can get very repetitive when typing it out.
    The following is just a little example of how a track should be built. track size is the length of each lap, spawn is how fast obstacles, and max obstacles is the maximum number of obstacles that are allowed.

    Excerpt from beginner track

    This will create a 400 square long track segment, with two left turns, two right turns, and one right turn. Notice how each track part has two lines–a start, and end. These are to insure that the parts of the track keep within their boundaries.

    track size 2000
    maximum obstacles 50
    spawn 10000
    straight start 0
    straight end 150
    left start 151
    left end 170
    straight start 171
    straight end 280
    left start 281
    left end 300
    straight start 301
    straight end 370
    right start 371
    right end 400

    At the time of this writing, this system has not been propperly tested, in fact I have not compiled a version of the code with this system implemented at all. So as you can gather, this is just about as stable right now as a rotting wooden fense in a hurricane. However, I’ll update on the progress, and resume production of audio demos should any changes be made to game play.
    On a final note, Choir UIL was last Wednesday. We made mostly all ones, except for one little two, but even that still averages to one. So while I didn’t like having to get up early and go to school and sing at such an early hour, I dare say it paid off in the end.
    That is the end of this post. I’ll blog again later this week. Enjoy this week’s Survive the Wild pod cast, (episode 33), and be looking for Episode 34 next week when I’ll be demonstrating bounty missions on death match if my ship, Lightstar, manages to survive that long.
    Thanks for reading,
    type you later,
    Steve.

    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.