Multimedia Project

June 28, 2009

My coy just assigned me to a multimedia project involving Flash. It is to [b]interactively[/b] store pictures and videos of the upcoming NDP. I don’t know if I’m going to succeed; it’s been like 3 years since I touched Flash (and back then it was ActionScript 2, now it’s ActionScript 3), and around 2 years since I even touched programming in general. I find it a little hard thinking along the logics of a programmer right now, but I’ll try nonetheless. Actionscript 3 seemed to be able to process some difficult things easily, but it also means I have to relearn Flash. Take MovieClip class for example; most of its functions have been removed like loadMovie() and attachBitmap().

I’ve researched a bit here and there about what I’m expecting to do. I haven’t touch XML loading before in my life but I always thought it is very useful, so I’m probably going to do it.

Other than that, what stops me is only my incompetency due to the long break I had from programming.

I hope we can do it. :p


[FYPJ] Second Life is amazing.

September 2, 2007

Second Life is fucking amazing. For less than 100MB, you can script out tons of stuff in this virtual world. Not only that, you can actually earn L$ (Linden Dollars, the currency in SL) and LEGALLY convert it to US$. It’s almost a no-loss procedure. The thing is that right now, I’m still rather new to this MMO, so I have not found out how.

Second Life is an incredibly open world, so open that the first day I arrived, I saw a virtual poster pasted on a virtual building advertising real-life porn. We are talking about real-life pictures of nude women, not nude Second Life models. I managed to ‘explore’ this category of Second Life abit by teleporting myself to very sinister places. It’s like going to websites, only that it’s in 3D, virtual reality, and without a ToA.

I can just imagine how simple SL businesses work. Buy a land, create something that requires a bit of brains, advertise, sell. It’s obvious that everyone does it. I was looking for some advanced help for scripting in SL and in the WWW, I found nothing. In Second Life, I see people selling things from models, skins, textures, to scripts. Yes, they sell fucking SCRIPTS. Scripts of making a bulletin board, scripts of giving someone a note while opening a door, scripts for all kinds of things that people would buy just to put into their ‘land’. The scripts are actually not difficult to create for such things seriously. All I wonder is that if people bought them? I even saw a scripter offering his services in SL to ’script simple stuff in return for L$’.

So yeah, there’s Second Life for you. It’s quite an ingenious game all in all. People are actually making money off it. Maybe I should try it someday?


Holidays and more work

August 15, 2007

Maybe I’m crazy but I took up a freelance programming job along with Dom, Heber and Yee Howe for Emerging Entertainment. NDA prevented me from saying anymore. I’m not truely passionate on this project per sae; I’m just in for the money and a way to spend my time. It’s not really hardcore (hopefully) programming, so my holiday plans aren’t ruined (yet).

Somehow, I managed to get myself involved with some Games Creation Community shit. There would be briefing at 22nd August and take up a week of my FYPJ time. Obviously I wouldn’t do this for nothing: I was promised a bump up in my school/FYPJ grades. Whatever that is to be bumped is rather vague actually, but there would be a bump nonetheless.

RPGA was really fun. 28 point buy is actually pretty fair. I think the best part was that the DM, or rather the module, has almost every plot twist planned out. Also I think it’s great to be part of this community.

Next up: SBO’07


Trailer up and runnin’!

March 5, 2007

The godly trailer of my 3 week project. Lecturers asked for encore. I’m such a god. Maybe because I watch too many trailers? I love trailers alot =/

I bet you think they we’ve done alot but to be really honest…I don’t feel that way :p


Posting some work

November 14, 2006


I’m rather happy that I’ve completed my multiplayer module’s assignment despite slacking 2 days off wondering wtf is it about. The codes are messy like hell but hey it works! It has some buggy issues I’ll probably solve tmr or something but this is actually pretty exciting. Heh and to think I didn’t give a damn about this multiplayer because I didn’t understand a thing. Now that I mostly understood and completed it, god it felt great. I feel like some god, a feeling I haven’t experienced in quite some time because I consider most of my past projects or work a failure (even if they were a success to some people).

Not only that it opened my eyes to the multiplayer side of coding. It’ll be pretty cool and at least I can relate some of my stuff to it. I’ll be pretty much looking forward to the course as I try to work out more on what networking really is. And fuck damn java networking isn’t half as fun.

On the java side, I surprised myself by able to actually understand in read its codes, but seriously it’s either java or their programmers are fucked up. My facilitators are giving us codes with very dumb variable names (x, i, zx, wu, etc) and doing lots of incredibly wierd stuff even my friend don’t know why they did that. On the bright side, I kept track of the java project thingy we are supposed to do and luckily I am able to understand how to work around it. Wasn’t that hell honestly, just need to invest some time in it.

Okay my sis have been telling me to put pictures. I promise that I will try to put as many pictures as I can per post as well as try my best to liven up the site. I’ve been revising on my HTML a bit here and there so HOPEFULLY I can come up with something neat and simple.


Time out of my pockets

November 4, 2006

To be honest, I haven’t really been working my complete ass off the project I am working on now. In fact, as far as games programming is concerned, it is almost impossible to me to stare in front of the screen and code 1000 lines. If I were a normal programmer working on same gay random program, I could because I just don’t care about optimizing it. But games are different. There like many ways to approach and if I liked a way of coding, doesn’t mean my teammates does too.

So I ended up having to ask everyone about almost every method I’m doing and vice versa. Most important is to make sure everyone sees the same picture of the game to prevent disputes and such in the long run. My current team is giving me many mixed emotions and great experiences despite being in it for only 3 weeks. I must really thank them after the entire thing is done.

We are working on a game based on mostly strategy. I will not divulge anymore information by request of the team, myself and the leader. What I can tell everyone is that the game is based on stats, lots of formulas, most of them requiring dice rolls. Currently, the stats themselves pretty much decide the course of a fight, with dice rolls affecting less or none if the stats difference for a certain comparison is too wide a gap. Oh the entire game is grid based. Everything else, I’m afraid, is classified information that I shall not type here.

Coming to this comes a pretty long way; 3 weeks in fact to finalize the idea. Initially it was supposed to be free movement (non-grid based), but we (I think) find that without grid is too demanding for a game of our type (no, it’s not your standard RTS for those wondering) and the feeling that not many will like it due to the uncertainty factor.

Then came the Hit Points and stats format. YH came up with a brilliant paper prototype to simulate his idea. I swear he rolled a natural 20 on his “Think of New Idea” check. It is an idea that somehow clicks with every gear it contains. Not to mention he spent quite some time developing on the idea. Heber and I somehow misinterpreted his display of the prototype, thinking that the prototype is to simulate better the game flow for us, for most of us have trouble visualizing this odd game which idea is still extremely vague, leading to a small argument.

YH wanted to stick to his stats system, while heber and I were thinking of a very customizable equipment->stats system. I wasn’t really sure though, during the argument, I had a bunch of thoughts on my head while heber is sticking really close to his customizable system and YH sticking to his stat system. I gave it tons of thoughts. It was only then I realized the paper prototype is not to showcase the game system, but to show the power of YH’s simple yet deep stats system. I also realize that due to the time constraint, it is hardly the time to think of a new idea, and equipment stat system require tons of work and is not tested yet while YH’s stat system was tested, proved to be fun, easier to code and worth a shot, also considering I haven’t thought deeply into his prototype yet (it’s just a darn prototype after all). It proved to be a lot deeper than I initially thought and after a few games more with the prototype and some discussion, I actually think porting this into a PC game might actually work, but it’s a risk I find, a risk that at least have a reward of having something in our portfolio.

Before that was the 1 hit kill percentage suggestion by Heber. Now, I am the type of unlucky person who hates losing dice rolls which was supposedly in my favour. I hate it even more if the penelties are harsh. Basically, as long as an armor is dented, there will be a chance for one hit kill no matter what gun you use. I can immediately picture this in DoW perspective: bonesinger walks to terminator, rolls a lucky roll and chops the terminator down with a single cut.

When YH implemented a less harsh system into the game, heber still wanted to stick to his one hit kill idea and a generic HP system. YH wanted his prototype’s less harsh (alot less harsh) luck factor idea and his ‘armor’ system. Me, I prefer that there is NO luck factor involved and a generic HP system. 3 different ends of the world, but my ears are always open for convincing. Thus YH conveniently takes out the paper prototype and displayed his less harsh method of approach. Before he did that, he had a really tough time convincing me and heber about using his armor idea on PC. It looks great in Tabletop, but can it make it in the PC?

This leads to the little dispute we had (sorry for the horrible chronological order of things but I’m just typing my mind now), the little dispute which I have remained silent thinking while YH and Heber were arguing on which idea is better. Heber asked for a vote, which I immediately stopped him. A vote is a horrible horrible way to resolve such things. I could see that the customization idea can definitely be worked on, but neither can I see a reason not to work YH’s idea either. So I have to make my stand somewhere and I chose YH’s idea for many many reasons:
1) Easier Coding
2) I need more time to research on his idea
3) It is already there, tested and approved
4) The only thing stopping us is the uncertainty of whether it can work on a PC…a really really stupid reason to not proceed with the idea I then realized.
5) I see no reason why it wouldn’t work
6) It is easier to manage and understand, yet there is this depth somewhere.
7) It is concrete. We played it, we liked it, and the only thing stopping us is reason #4.

I dunno if heber was disappointed, because honestly, I weren’t. I wasn’t disappointed about losing that idea because I am working on a concrete game now. We played the prototype a few times in the library (btw the new cafe there is godly) to develop a feel for the game and delve into the game mechanics. At first, I didn’t like it. Correction: At first, I couldn’t get used to it. So I gave it time and thought about it a lot at home (thus disrupting my coding process and neglecting my social life due to my inability to concentrate on two things at once). That’s where all the clicking takes place, how everything suddenly seems clear. I beamed a smile that day; I am working on something I like and can visualize.

Before I came home to type this, I was playing another round of the prototype at YH’s house. It was pretty fun, just need to balance a few things up before we can start adding more and more really interesting creations.

On the DoW side:
1) Tau owns SM. Kroot + Vespid rush is too much for any SM to handle…seriously…
2) I will be quitting Eldar until it gets buffed. Till then I’m probably gonna stick to Orks.

YH’s Orks is improving to the stage where he can beat my Eldar in Blood River after giving him tons of tips against Eldar. And thinking about it, god what the fuck does Eldar have to fight Orks?