Weekend update…

Okay, so unfortunately, nothing was updated this past weekend. I got to (very) briefly use the new Blender, but other than that, no new developments.

Initial impressions of Blender 2.5

  • The new window splitting is a bit disorienting, but once you get the hang of it, it’s very nice. If you’re already familiar with Blender, you no longer split windows from their edge. Now you’ll want to look for the “drag-size”-style handle in the corner and simply click and drag it.
  • I love the new starting layout. Things seem to be organized so much more clearly. Mesh tools to the left are nice, too.
  • The new menu seems extremely helpful if you know the name of what you’re looking for because you can just press [space] and start typing and it will search all menu commands for you. Biggest problem I’ve found with this is that if you’re still learning Blender, this could stunt your learning by not making experimentation easier.
  • With regard to Unity unfortunately, a manual FBX export is required. Fortunately, however, everything appears to be working fine past that export. Perhaps the next version of Unity will come with direct Blender 2.5 auto FBX importing as previous versions do.

Zombs Update

So Zombs hasn’t had an update in a few days, but that doesn’t mean it’s not going anywhere. It just means that I didn’t get to work on anything over this past weekend.

Zombs has a few things still upcoming in the very immediate future, including (but not limited to) the following:

  • Changing the aiming system to be based on screen/cursor position to allow full range of motion for targeting (including vertical).
  • I will stop the auto-spawning of zombs and start doing trigger-based spawning instead.
  • In order to make the trigger spawning work right, the “level” (currently two platforms, a ramp, and a hallway) will be greatly expanded upon and turned into a real, playable level (with a goal!).
  • I will be implementing a BFG for Zombs (Bunny-Firing Gun) *wink-nudge*.
  • I still am aiming to include a custom action for PlayMaker soon that will grab me a random image from Flickr and apply it as the zombs’ screen texture, but this may take longer than the others, as it will be the first real code that I write in Zombs, and the goal all along has been to see how far it could get on the FSM alone.

Also, about Blender 2.5, if someone knows a shortcut to the original menu, I would be much obliged if you’d throw me a comment here, or send me a message @Nekoyoubi on Twitter.

Happy Birthday, DannyB!

Okay, so last night I was going to stream a bit and work on Nukins or 292 with the new state machine… Well, I did stream a bit… So it was DannyB‘s birthday, right… Yeah, so I got a little distracted and used the time to “wroted him a cakes”.

So I spent the evening crafting out a primitives-only German chocolate cake, complete with bumped specular icing! Thanks to the fancy-pants specular icing, you can barely see the multicolor-disco-spotlights dancing overhead. 😉

Atop the cake is a single candle that even has the spirally wax texture and randomly generates what pastel color it is each time it loads. The candle’s flame will also take a breeze from holding down the LMB. I was going to make it to where he could blow them out, but it got too late on me.

And for the real icing on the cake… myself and a couple of awesome FtH guys (and my wife – slightly – in the background) sang DannyB a “happy birthday” he’ll hopefully never have to endure again. It plays on launch, and there’s no way to replay it (reload the page) currently, but I may map a key to it or something when I put together the Windows build (for archiving).

You can scope out the HBDDB! birthday cake through the web player here: http://bit.ly/hBdDB

Hope you enjoyed it, DannyB – I know I enjoyed making it!

New FSM!

Playmaker from Hutong Games; I just licensed my copy yesterday. I’m like a kid in a candy store over here! I’m at work now, but as soon as I’m home, it’s on.

I was just playing around with it with the little bit of time that I had yesterday, but I’ll try to be a bit more serious tonight. All I had time for last night was skimming through some samples, watching some videos, looking over some documentation, and playing around with a scene in Nukins. All in all, not much time.

Tonight will probably be Playmaker vs. Nukins, as Nukins is still fresh and has no resources or code backing it. I figure this will give me a good opportunity to see about developing the entire game with the same FSM, and a visual FSM to boot! I will probably be streaming (http://www.livestream.com/nekoyoubi) some or all of my fumbling through Playmaker today, if anyone wants to see this thing in action.

I think I’m going to redo some of 292 with Playmaker as well, as while 292’s not got a real “goal”, it at least needs a state machine so I don’t have to manually write state controllers for menus and the like. 😉