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Words because of Words.

So yeah, WaveHack asked me to post a thing because i’ve been silent on the blog for a while now. this is mostly because i’ve been doing nothing interesting dev wise in a while and i probably won’t for a while so let’s just get on with it and ramble on about irrelevant stuff that no-one will ever read.

Somethingafwul

As some of you might know i read and post on Somethingawful occasionally and a interesting thing has happened there. someone broke the rules and posted a request for school help in the general forum, and promptly got mod challenged for it. a mod challenge is a challenge posted by a mod wich unless fullfilled end with your account being banned and costing you money to re-reg, as SA accounts cost 10 dollars. People started saying that they woud donate to the red cross and other charitys if the idiot got banned and it kind of got out of control, as of now. goons have donated 50,000 Dollars and the total i still rising by about 00 Dollar a day. So go goons!

Minecraft

By now this is a topic wich has come up on pretty much every gaming blog ever. Minecraft. a cute little sandbox that grew into a open world survival game wich has sold millions and has allow it’s creator, Markus Persson to start his own company, Mojang.

I personally enjoy both parts of the game, the old creative mode for building insane superstructures with my buddy Luminaflare and surviving out in the wilderness on randomly generated terrain in SMP on our private server. were I’ve settled in a town dubbed Creepertop. due to the sheer amount of creepers spawning there. The thing that interests me the most about minecraft is the emergent gameplay within it. from spleef to minecart racing, to building a song using music boxes.

Fy00char

In the future I hope to be actively developing modes for games and content for multitroid again, once my studies calm down a bit and holidays have started. but my current priorities lie not with Mineth Studios but with my study, so back into radio silence I go. See you later internet!

 

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Sandora 0.2 features preview

A quick update of what I’m working on for the next version (0.2) of Sandora:

  • A graphical GUI for selecting particles (no more remembering keyboard shortcuts for particles, although particle selection through the keyboard will stay available). This will be a pop-up window on either side of the screen when holding the L or R button, allowing you to select a desired particle,
  • An option to not wrap particles on the screen edges, essentially meaning that the edges of the screen are solid walls and that particles won’t fall down off the screen,
  • Faster/more smooth leveling piles of water, meaning a pile of water will get flatter/more horizontal faster,
  • An option to show (and hide) the mouse cursor, for those that use the nubs and/or an external mouse, instead of the touch screen,
  • Several bug- and performance fixes.

Thanks to the ideas and help from the users at the OpenPandora boards Sandora topic. :)

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Sandora 0.1.1 released

The first official version of Sandora has been released! Compared to the 0.1-alpha (source only) version:

  • Bigger particles for better viewing,
  • Better particle selection,
  • Fixed fire so it burns oil and plants now,
  • Several performance fixes.

See the changelog for a full list of changes. And don’t forget to check the readme!

You can grab Sandora-0.1.1 here.

Also, say ‘hi’ to its official logo!:

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WordPress fix for MySQL5 strict

If you’ve ever tried installing WordPress on a MySQL5-server where the SQL-mode includes either NO_ZERO_DATE or TRADITIONAL (aka ‘strict’ mode), you will be greeted by a whole lot of errors upon trying to complete the installation.

Firstly, let’s look at MySQL’s definition of the TRADITIONAL SQL-mode:

Make MySQL behave like a “traditional” SQL database system. A simple description of this mode is “give an error instead of a warning” when inserting an incorrect value into a column.

Source

Definition of NO_ZERO_DATE:

In strict mode, do not permit '0000-00-00' as a valid date. You can still insert zero dates with the IGNORE option. When not in strict mode, the date is accepted but a warning is generated. (Added in MySQL 5.0.2)

Source

This pretty much fails the WordPress installation, since a whole lot of database tables aren’t being created, since they include errors according to the server’s SQL standard.

WordPress database error: [Invalid default value for 'comment_date']
CREATE TABLE wp_comments ( ...

WordPress uses quite a bit of ‘zero dates’ (dates consisting of 0000-00-00), which conflicts with the NO_ZERO_DATE constraint, which is included in the TRADITIONAL sql mode.

Most webhosters don’t use these kind of server settings. But for those that do (including this website), I have a very simple solution that fixes it. The only things you are required to do is be extra cautious about updating the WordPress installation (not plugins, only WP itself), since you need to manually add a line of code after each update. Be sure to make backups before updating (just to be safe) and ask your hosting provider if you’re allowed to ‘change the session sql-mode’ .

Note: This fix is for WordPress 3.1. Older versions require a slightly different approach, explained below.

After uploading your WordPress to your (restrictive) server, before installation, open your favorite FTP-client and edit file ‘/wp-includes/wp-db/php’. Find the current line:

$this->select( $this->dbname, $this->dbh );

This should be on or around line number 1065. Simply replace that with the following code:

mysql_query( "SET SESSION SQL_MODE := ''", $this->dbh );
$this->select( $this->dbname, $this->dbh );

After this, you can safely run the WordPress 3.1 installation and use it to your heart’s content, like you normally would. For WordPress versions older than 3.1, you need to call the ‘SET SESSION SQL_MODE’ query before each call to $this->select() in the code.

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A quick Sandora video

YouTube Preview Image

Here’s a quick video for Sandora. I finally got some decent performance for it on the Pandora! Although not optimal, it’s now playable and certainly enjoyable. I scaled each particle up to twice the old size (2*2px), which alone reduces the amount of memory (and particle checking) by 4. Plus I think it suits the high-DPI Pandora screen better.

The glowing effect you see there is from my smartphone camera and isn’t some funky OpenGL effect in the game.

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New project, Sandora! (Falling Sand Game for the Pandora)

So was messing around with my Pandora recently, right? And I was checking out games and stuff, and to my horror there wasn’t a Falling Sand Game/Hell of Sand game out yet for the Pandora! The blasphemy!! So what I did is grabbed some code, started porting it and lo: Sandora was born!

Sandora is a Falling Sand game for the Pandora I’m developing. Please check the project page for more info. Now I hope I don’t get sand in my Pandora, though.

Click for higher version.

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Pandora get!

Last week I finally received my Pandora! For those of you who don’t know what a Pandora is; it’s basically a full-featured and very powerful Linux computer slightly larger than a Nintendo DS. It’s capable of running a full desktop environment you’d expect on a PC or notebook and it’s designed mainly for gamers, geeks and developers (which would pretty much describe me)! It runs games on 3d hardware up to Quake3 and PSX/N64 emulation. But best of all, it’s completely open source! From the kernel to most of the games and applications being made and ported for it! I won’t go in too much detail here about the Pandora, so for more information about it, visit OpenPandora.org. Here you can see mine running Castlevania: Symphony of the Night (PSX):

Excuse the slightly crappy image quality, but it’s the best I have at the moment. I can make more pictures of it or record videos of certain games or programs upon request. Castlevania SotN works pretty much flawlessly, other than the sound occasionally keeps hiccing up. But very playable nonetheless.

I’m currently working on a small open source game for the Pandora, which is basically SDL Sand optimized and rewritten in C. It’s a Falling Sand Game, which is a very enjoyable sandbox game where you drop (draw) different kinds of particles (like sand, water, salt, etc) on a black canvas and they interact with each other (salt and water merge to salt water, oil and plants burn, etc). The Pandora has a touch screen, so it will fit perfectly for this kind of game. The only thing that worries me is that small things might be hard to see (FSG being a pixel-based game), since the Pandora has a DPI of 217, so I might have to build in scaling or zooming for that. But we’ll see how it turns out.

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Multitroid status, still porting

I recently made the switch from BlitzMax to C++, so I’m currently still working on porting all of the old code over to C++. First is the map format which I’m working on, along with map editor. I’ve been playing around with Win32 API programming for the map editor, and it’s coming together quite nicely.

Once I’ve implemented the map engine itself I can start building on the editor, along with some additional features for it I came up with in the meantime. These are mostly performance-based issues. Having better and faster access to pixel-manipulations on sprites/images nowadays (one of the main reasons for switching to C++) opens up a lot of opportunities. Think about heat background distortion, real-time palette shifting (like colored suits, heat glows on Samus’ suit and on the environment (tiles), things like that), but also real-time buffering the whole level into chunks (images consisting of 64×64 tiles) and drawing those, instead of drawing each tile individually This was already made in BlitzMax, albeit in a hacky and slow way.

I’ve also plans to look at OpenGL rendering later, to see if I can tweak performance any further. But alas, there are more important things to do first, like the map engine and network multiplay (which will be my top priority after I got the map engine implemented once again). Also a note, I’m currently developing the code so that it can be easily ported for different platforms later (wrapping native and library calls in my own functions). This means that I can branch the client to SDL later and theoretically compile it for the OpenPandora and much, much other platforms and OSes which SDL supports.

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Facebook fan pages added

We added a Facebook fan page! Now you can follow Multitroid updates and whatnot through your favorite social media!

Be sure to visit Mineth Studios and WaveHack on Facebook! Links are on the top right corner of this website. Also available through Twitter: Mineth Studios.

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Multitroid server & level editor

Like I said, I will update this blog more often with technical and development details/status regarding Multitroid, so here goes:

Currently there are plans to build three standalone applications at the same time for Multitroid. These are:

The client (aka actual game), based on a SFML RenderWindow. This pretty much means cross-platform support, although Windows has most priority at the moment. Linux and Mac OS X ports will be compiled later.

A console-based dedicated server, incorporating the network functionality of SFML without the graphical stuff. Now, talking about servers, there are two types:

  • Lobby-based. This means that everyone needs to gather in a lobby prior to the game so that everyone will start inside the game at the same time,
  • Realtime. The server keeps running and cycling through levels at configured times, and people can join and leave during games as they want.

Most multiplayer games use either type. Take Unreal Tournament (PC) for example, the server just runs and people can join and leave as they like while the game is running. And now take the recently released Castlevania: Harmony of Despair (X-Box 360). People need to gather prior to the game until everyone is ready before the game can start. People can leave mid-game, though, but no players can join until that level is finished and they’re back in the lobby.

Quick note about Castlevania: Harmony of Despair: I recently bought this off XBLA, and I – being the Metroidvania nerd I am, greatly enjoyed it. It gave me some pretty cool ideas how to incorporate properly Co-op in Multitroid, although not the whole original Super Metroid storyline. I’ll post more about both Multitroid Co-op ideas and about how awesome Castlevania HD is, later.

My plans for Multitroid are to support both server types, since I believe each type has it’s advantages (and disadvantages). Mixing them would let users/hosters choose which type of game they want to play, although certain gametypes will likely support only one server type (Co-op being lobby-based only, for example), but this is subject to change. The client can still host either server type just fine with full functionality, but the dedicated server is an alternative for those who want to run a server while not playing themselves.

Finally, there’s the level editor. If you’ve read one of my previous posts, you might have noticed that I released a functional-yet-clunky version of the level editor over a year ago. This was done in BlitzMax back then, using non-intuitive keyboard keys for navigating screens overlapping, etc. As you can tell this was pretty much as mess, but it was required for me to make because I needed to test the tile engine I was working on. Without the ability to make maps, there was no way to test them, so I brew up the level editor back then and released it shortly after. It’s now unavailable for download, since a new one is being made. This is what I wanted to briefly talk about.

Most decent level and map editors use a intuitive GUI (Graphical User Interface, ‘menus n buttons n stuff’), so I started to look around in how I could add that to my level editor. After a few hours of messing around with failed to try to get wxWidgets to work, I think I’m doomed-eh, I mean tempted to finally go around and learn Win32 API programming, which means that the level editor will probably be Windows-only.

Although I might check out GTK+ and see what they have to offer later. In any case, SFML has native support to hook it’s renderwindow into Win32 static window views, so that’ll be a great help. Multi-platform support for the level editor isn’t as highly prioritized as the client and server are, so it might end up Windows-only.

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