22 votes

Timasomo 2023: Final Updates

Upcoming Dates:

  • Timasomo Showcase Thread -- Sunday, November 5 (one week away!)

Technically all work should be finished before November 1st (but if you're running up on time, that's never really been a hard deadline ๐Ÿ˜‰).

November 1-4 are for putting finishing touches on the project to ready it for the showcase.

If you need an idea of what the Showcase thread will look like, here's last year's.


Update us on your progress so far!

  • What did/didn't you get done this week?

  • Anything go according to plan?

  • Anything go off the rails?

  • Any successes or struggles to share?

  • Do you need feedback or help on anything?

This is your topic to share anything and everything you want about what youโ€™ve made so far.

35 comments

  1. [14]
    RheingoldRiver
    (edited )
    Link
    Pentominoes updates I just now added settings validation, the biggest required feature that I was putting off A friend of mine recommended a HUGE ux improvement, which is to show silhouettes of...

    Pentominoes updates

    • I just now added settings validation, the biggest required feature that I was putting off
    • A friend of mine recommended a HUGE ux improvement, which is to show silhouettes of pieces when you hover a square. I also learned how to spell "silhouette" although I doubt this knowledge will last.
    • When adding & testing the silhouette logic, I noticed a slight bug with overflow-edge detection, so I fixed it (it was actually pretty complicated to fix, and made me appreciate that collision detection is pretty complicated in this) (that first link is to a PR that didn't work, the 2nd one did)
    • Refactored some of my global state
    • Made my deployment run unit tests

    Also, last week I forgot to include that I wrote a 2nd blog post about this project. The first one that I wrote a few weeks ago talked about some of the programming, this one is completely about the math.

    I still have a few issues open, but the really big thing that I didn't want to do but needed to was to add settings validation so yay!

    I'd really appreciate any playtesting / QA if anyone is interested & wants to leave feedback!!

    Edit: Okay I've now pushed some changes based on the comments so far, and I have a few more that I'll work on still.

    Edit again: I pushed a couple more changes & I'm now caught up on new issues~

    11 votes
    1. [4]
      em-dash
      (edited )
      Link Parent
      Ooh, I love cozy abstract puzzle games, and "it's a single player game, make your own rules if you want to" is such a refreshing attitude for a game to have. Edit: I think both of these are Dark...

      Ooh, I love cozy abstract puzzle games, and "it's a single player game, make your own rules if you want to" is such a refreshing attitude for a game to have.

      QA: I'm seeing it occasionally leave bits of a pentomino behind for a few seconds as I move around. It was actually hard to capture because it self-resolves after a moment, but here's one where I hovered over near the right for a while, then quickly moved over to the left and screenshotted it. Firefox 118.0.2/Linux/X11, in case that matters.

      It's unclear to me what the different square brightnesses mean, if anything. In that screenshot I've placed the two on the left and I'm currently moving around the other one.

      Edit: I think both of these are Dark Reader interacting poorly with the game. I can't reproduce either with it turned off. I've seen enough other things look wonky with it that I'd consider it their bug rather than yours.

      UX feedback: it wasn't immediately clear that the single square with a dot in it was how you place terrain. I tried clicking the example pictures in the help screen a couple of times to see if it'd auto-populate that shape, which seems like a thing that might be useful to add.

      "Reflect X" and "Reflect Y" seem reversed to me, but I can see what you were going for. Could sidestep the issue by calling them "horizontal" and "vertical".

      final edit: I feel like "it's 1:45 and I should be in bed but I'm still playing this" means the game developer did pretty well, good job but also goodnight

      4 votes
      1. [3]
        RheingoldRiver
        Link Parent
        This is really helpful, thanks! I'll submit a "broken site" ticket to Dark Reader, and hopefully they can fix it. It's funny, I've almost felt like I haven't actually written any code at all & the...

        This is really helpful, thanks!

        I'll submit a "broken site" ticket to Dark Reader, and hopefully they can fix it. It's funny, I've almost felt like I haven't actually written any code at all & the entire thing is a giant hack because all I'm doing is changing the colors of some divs LOL so yeah if anything's screwing with the colors it prob doesn't work.

        I tried clicking the example pictures in the help screen a couple of times to see if it'd auto-populate that shape, which seems like a thing that might be useful to add.

        Ahh yeah, I can do that. I'll probably use a confirm() popup to warn about how it replaces your entire current board, but only display that confirm if you have tiles currently placed.

        it wasn't immediately clear that the single square with a dot in it was how you place terrain

        hmmmm so I can think of two easy things to help with this, 1 is just to explain it in the Info modal, and the 2nd is to add a title attribute so you see the word "Terrain" on hover. Can you elaborate on this a bit though? Was the problem you wanted to add terrain & couldn't figure out how, or was it that you saw that square and had no idea at all what it was?

        Could sidestep the issue by calling them "horizontal" and "vertical".

        tbh I think I'll get rid of the words "Left," "Right," "X," and "Y" - originally I didn't have icons so I needed the full text, but with the icon I don't think both words are necessary.

        I feel like "it's 1:45 and I should be in bed but I'm still playing this" means the game developer did pretty well, good job but also goodnight

        yay!! I'm so glad to hear this! I've definitely lost a HUGE amount of dev time on this because I'm just playing it myself haha

        3 votes
        1. [2]
          em-dash
          Link Parent
          (hi, I can't sleep) Some of both. I think I just scanned right over the square at first thinking it was a poorly styled horizontal scrolling button, since there's a horizontal list of things right...

          (hi, I can't sleep)

          Can you elaborate on this a bit though? Was the problem you wanted to add terrain & couldn't figure out how, or was it that you saw that square and had no idea at all what it was?

          Some of both. I think I just scanned right over the square at first thinking it was a poorly styled horizontal scrolling button, since there's a horizontal list of things right there.

          IIRC the sequence of events was

          • load page, read nothing, play around
          • fill a board up to the point where I had 4 squares left
          • realize 64 is not evenly divisible by 5, which means I have clearly missed something
          • hmm I should probably actually read the directions
          • oh okay so you're supposed to place terrain and then fill around it
          • close help, stare, reopen help, does clicking these terrain diagrams do anything?, nope, close help
          • do I just keep track of "terrain" in my head then?
          • ohhh it's that little square next to the pentominoes

          One moral here is that users do not read things :D (I do feel your pain here, I have this problem constantly with things I write.)

          2 votes
          1. RheingoldRiver
            Link Parent
            Oh wow, this was super helpful to read, and I think it gives me an idea that should solve the problem most of the way: I'll make the default board state (when no url params are provided) to be a...

            Oh wow, this was super helpful to read, and I think it gives me an idea that should solve the problem most of the way: I'll make the default board state (when no url params are provided) to be a grid with 4 terrain already placed, instead of a totally empty board. And then I'll add something in prefs that'll store in localStorage to turn this off, so it can be a little less annoying for people who know what they're doing, to have to unclick terrain every new puzzle.

            One moral here is that users do not read things :D (I do feel your pain here, I have this problem constantly with things I write.)

            I was actually kind of surprised you read the instructions at all! ๐Ÿ˜…๐Ÿ˜‚

            2 votes
    2. [9]
      KeepCalmAndDream
      Link Parent
      I'm chilling with coffee and enjoying this right now, thank you. And I really like the use of the pentominoes in the title design. On mobile, I fat finger a lot and shifts become unintentional...

      I'm chilling with coffee and enjoying this right now, thank you. And I really like the use of the pentominoes in the title design.

      On mobile, I fat finger a lot and shifts become unintentional duplicates. The settings screen is hard to use, the gear icon is tiny and Save Changes is at the bottom of a pop-up that doesn't appear in its entirety. The bottom also gets blocked by the keyboard.

      Maybe 16 is a better default tile size (for mobile at least). That way the default 8 x 8 board fills the width of the phone screen. There's also some vertical blank space between the pentominoes and the board, reducing that means having to scroll less between pieces and board.

      It would help a lot if the most important options were bigger and at the top of the pop-up. For me that's the settings icon itself, the Save Changes button, as well as the tile size and board dimensions (which are already at the top). Having some default board sizes (6 x 10, 5 x 12, 4 x 15, 8 x 8) selectable at the press of a button would also be handy.

      2 votes
      1. RheingoldRiver
        Link Parent
        Yay!! This was my favorite part of the entire project honestly Actually right now my sizes look like this: export const PENTOMINO_SIZES: PentominoSizes = { 2: "w-2 h-2 md:w-3 md:h-3", 4: "w-3 h-3...

        And I really like the use of the pentominoes in the title design.

        Yay!! This was my favorite part of the entire project honestly

        Maybe 16 is a better default tile size (for mobile at least)

        Actually right now my sizes look like this:

        export const PENTOMINO_SIZES: PentominoSizes = {
          2: "w-2 h-2 md:w-3 md:h-3",
          4: "w-3 h-3 md:w-4 md:h-4",
          5: "w-4 h-4 md:w-5 md:h-5",
          6: "w-5 h-5 md:w-6 md:h-6",
          8: "w-6 h-6 md:w-8 md:h-8",
          10: "w-7 h-7 md:w-10 md:h-10",
          12: "w-8 h-8 md:w-12 md:h-12",
          14: "w-10 h-10 md:w-14 md:h-14",
          16: "w-12 h-12 md:w-16 md:h-16",
        };
        

        Or specifically, on narrow screens the "size 16" is a much smaller size than it is on medium+ sized screens.

        So...if you think w-12 h-12 is a good default on mobile, I could really undo this extra work, and use the same set of sizes for both devices. It would mean there are a few sizes that don't really make sense on mobile I guess, but that's probably the most straightforward solution here I think.

        the Save Changes button,

        Oh I can do some sort of positioning so this is sticky at the bottom of the modal and you never have to scroll to see it. I feel pretty dumb for not doing that already, thanks for this

        the settings icon itself
        kk I'm pretty sure I can increase the sizes of these pretty trivially, if so I'll make them as big as I can without it looking weird

        Having some default board sizes (6 x 10, 5 x 12, 4 x 15, 8 x 8) selectable at the press of a button would also be handy.

        I made the boards in Information clickable (not deployed yet cos I refactored a bit and I have unit tests but not component tests so I want to playtest myself a bit more before I push), do you think that's enough? Or would you still want this?

      2. [7]
        RheingoldRiver
        Link Parent
        Okay I just pushed an update that should improve a lot of the mobile experience - I tweaked whitespace to be a lot less in several places, increased the size of the buttons a bunch (and tinted...

        Okay I just pushed an update that should improve a lot of the mobile experience - I tweaked whitespace to be a lot less in several places, increased the size of the buttons a bunch (and tinted them more heavily so they don't look too bright), and made the "Save" thing at the bottom of settings static (including whatever warnings you get). I also made the display of colors a bit more responsive, so there's more width available at small resolutions, which in turn makes the boxes take up less total height if you've assigned all to the same color.

        Let me know what you think & if you have any other suggestions!

        1. [6]
          KeepCalmAndDream
          Link Parent
          It's definitely easier to use! Here's how the game board looks on my phone now: https://ibb.co/wdCXgZ5 The default cells and Save Changes are much more comfortable to use. There's more horizontal...

          It's definitely easier to use! Here's how the game board looks on my phone now: https://ibb.co/wdCXgZ5

          The default cells and Save Changes are much more comfortable to use.

          There's more horizontal room for the pieces, freeing up space for the 'current piece' display box which could then say tuck in a corner instead of bottom middle right now.

          The boards in Info are all the way at the bottom, pretty unintuitive to click on them. I was thinking maybe buttons below the board, say below the Clear buttons to change the board size (that's a form of clearing too). I don't think having all the different configurations of holes for 8 x 8 would be that useful here (too many options), I think the 'handiest' options would be 5 x 12, 6 x 10, 8 x 8, those would be good candidates for the prime interface real estate there. This also cues the player that these are things to explore next.

          1 vote
          1. [5]
            RheingoldRiver
            (edited )
            Link Parent
            Sorry my slowish response! I'd been awake for way too long then, and it was a while before I went to sleep even ๐Ÿ˜… Anyway so, I've made a few updates focused on mobile usage (copied from my commit...

            Sorry my slowish response! I'd been awake for way too long then, and it was a while before I went to sleep even ๐Ÿ˜…

            Anyway so, I've made a few updates focused on mobile usage (copied from my commit message):

            • Fixed some problems with modal layout in mobile
            • Moved current pentomino box inline with individual tiles so it doesn't wrap by itself on mobile
            • Added a bit of left-padding to header & toolbars
            • Added preload buttons for height & width
            • Fixed a bug where the warning about resetting the grid wasn't behaving properly

            How is it now?

            1. [4]
              KeepCalmAndDream
              Link Parent
              Here's how it looks on my phone now: https://ibb.co/dck1B4L On desktop the 'display selected polyomino' box tucks into the lower right corner fine. On my phone it seems the problem is with the box...

              Here's how it looks on my phone now: https://ibb.co/dck1B4L

              On desktop the 'display selected polyomino' box tucks into the lower right corner fine. On my phone it seems the problem is with the box containing all polyominoes not stretching to the full width of the screen. The polyominoes happen to take up an awkward amount of space that just forces the display box to spill over into a new line.

              I was actually hoping for 8 x 8, 6 x 10, 5 x 12 buttons just below the 'Clear All', 'Clear Solve' and 'Screenshot' buttons. (Sorry, I probably wasn't clear earlier.) Right now they're in Settings which players may not explore. But that's already much handier than manually inputting dimensions.

              I feel it's worth having those options (which were what I most wanted to play around with) somewhere more prominent like close to the play field rather than inside a settings screen. But having 3 more buttons does make the current clean-looking interface more cluttered.

              Please don't feel pressured by my feedback though! At this point it's just my minor quibbles. This is the first time a dev has responded so quickly to me ๐Ÿ™‚

              1 vote
              1. [3]
                RheingoldRiver
                Link Parent
                Ah yeah sorry forgot to mention this - there's some other actions that I plan to put here (Random Terrain, possibly some kind of toggle mode button which lets you enter a "create puzzle" mode in...

                I was actually hoping for 8 x 8, 6 x 10, 5 x 12 buttons just below the 'Clear All', 'Clear Solve' and 'Screenshot' buttons. (Sorry, I probably wasn't clear earlier.) Right now they're in Settings which players may not explore. But that's already much handier than manually inputting dimensions.

                Ah yeah sorry forgot to mention this - there's some other actions that I plan to put here (Random Terrain, possibly some kind of toggle mode button which lets you enter a "create puzzle" mode in which you can place not just pentominoes but also "requirements" like "This cell must contain the I pentomino in your final solve"). So that space is actually not available to add so many buttons there.

                But let me think about this. Maybe I could change "Clear Board" to be "New Puzzle" as a dropdown and you can click either, "Clear Current" or "Random Terrain" or a set of dimensions...I could also open the settings dialog from here via some preference, maybe "Other Dimensions."

                Can you tell me what browser you're on? In my inspector the box at the top takes up the full width so I'm kinda confused what's going on here, it must be a browser-specific issue.

                1. [2]
                  KeepCalmAndDream
                  Link Parent
                  Chrome 117.0.5938.140 The New Puzzle dropdown approach sounds good, that invites the player to explore other dimensions just as they're ready to play again.

                  Chrome 117.0.5938.140

                  The New Puzzle dropdown approach sounds good, that invites the player to explore other dimensions just as they're ready to play again.

                  1 vote
                  1. RheingoldRiver
                    Link Parent
                    kkkkkkkkkkkkkkkk I pushed a commit that hopefully should have: Fixed the display issues you were seeing Turned "New board" into a dropdown with a few options for dimensions If you click 'custom...

                    kkkkkkkkkkkkkkkk I pushed a commit that hopefully should have:

                    • Fixed the display issues you were seeing
                    • Turned "New board" into a dropdown with a few options for dimensions
                    • If you click 'custom dimensions' it goes to settings
                    • As a result I killed the buttons in settings, ngl I thought they were super ugly there so I'm pretty happy with this
                    • Added a random terrain option
                      • The random terrain option shouldn't be able to give u invalid boards. I was doing this by checking individual cases and then my friend was like "omg A*" so I did some dsa bullshit and checked modularity of the leftover terrain. Absolute bullshit.
                    1 vote
  2. Tygrak
    Link
    First, before I begin, here's a link to the current version of the game: itch.io link -- to access the page you might need to use the password timasomo. (If you play the game please let me know...

    First, before I begin, here's a link to the current version of the game: itch.io link -- to access the page you might need to use the password timasomo. (If you play the game please let me know what you think! anything that confused you, that you liked, or disliked -- all feedback is useful!) This time I did manage to record a video of gameplay, so if you'd just like to see how the game looks you can see a full run in this Youtube video.


    The last full week of Timasomo! I had another nice week, at the start of the week I was still a bit sick, and also I was at work a bit longer than the usual week, but I still feel like I did a lot.

    Most of the stuff I can think of now that I worked on this week, was a lot of quality of life features that were necessary to do at some point. I added some stuff based on the feedback from @TemulentTeatotaler (thank you!) -- optional damage numbers (togglable in the settings), spell indicators while auto casting (also togglable in the settings), new enemies that encourage the player to prioritize them -- one that shields enemies, and another that speeds up enemies. Also, I added saves, so you can now quit your run while playing it and continue it later -- I was putting it off, because I felt the runs are not that long (taking only ~20 minutes), but it's definitely a thing that should be in the game so I am happy I did it. Oh, and you can now access the settings during gameplay, also a pretty necessary feature that I didn't have before. And of course I added more content -- I added a new character, also added some uniqueness to the characters by making them have some small buffs, added some more items, and a spell (or spells, not sure). I really need to do more balancing too, for that I'll have to try recruit some of my friends to play the game, because my perception of the games difficulty is now extremely biased after playing the game so much.

    I think my productivity did drop since the first week, but not catastrophically. Out of interest I took at the amounts of git commits I made: the first week was 34 commits, the second week 27 commits, the third week 24 commits, and this week so far 17 commits. Of course the number of commits isn't exactly proportional to the amount of work, but I think it's safe to say I am at least somewhat running out of steam.

    Speaking of steam -- that's the main thing I really want to decide now. Do I push and release the game before the end of the next week? Or do I just keep working on the game. I think there hopefully aren't that many things that I'd need to do to release the game on Steam, I took a very short look and I would need to compile Godot from source, but I think I would be able to manage that quite quick, and afterward I would just need to setup the Steam store page and stuff like that. The main question is whether I want to get more content and polish in. As an example that's relevant to Steam -- I'd definitely like to have some achievements for the game, which I would have to setup. I am still deciding, but I think it's likely that I won't have the game released and done by next week.

    7 votes
  3. lou
    Link
    Star Trek Text Game Hello everyone, I don't have good news. Last week was difficult for many reasons that are out of scope for this update. I also decided to participate in a writing competition...

    Star Trek Text Game

    Hello everyone, I don't have good news. Last week was difficult for many reasons that are out of scope for this update. I also decided to participate in a writing competition that pays money โ€” and I actually need it. So I didn't even touch on my game.

    I realized I made a mistake spending a lot of time building conversation counters โ€” there's probably an industry name for this, but I'm talking about obscured choices that won't divert you directly to another node, but rather a set of conversational choices that add up to a future result. For example, if you're open to romance X times, then the character will fall in love with you, or maybe if you impress Scotty a bunch of times later on he will congratulate you, open a mission, etc. There is nothing wrong with the way I programmed it, it's just a matter of incrementing variables, but I soon realized that I was making some long-term bets and I would never be able to advance the narrative in time for those to ever make a difference. Then I thought about creating a bunch of puzzles instead, but the reality with puzzles is that programming is the easy part, thinking about puzzles that work and make sense in the environment is the hard part. Additionally, on the Enterprise, I am always going to different places, which requires me to think of a scenario and interesting interactions every time.

    This made me think about throwing the Star Trek idea in the trash so I can deliver something that is interesting and can be played for more than 5 minutes. I have a very firm idea with lots of reusable parts, and, with all that I learned, I can probably do it this week. The competition's deadline is Monday, so I could work on it in the following days. Hopefully, I won't be too burnt out.

    I don't wanna reveal the actual idea, but I can safely say that it is much simpler than a traditional text-adventure like the Star Trek idea would be.

    I'm not sure what I'm gonna do.

    7 votes
  4. [2]
    0d_billie
    Link
    Oh I am so behind, I'm going to desperately try and get the last bits of recording done this week, but I think I have at least 60% of the music still to record, so it feels like a tall order,...

    Oh I am so behind, I'm going to desperately try and get the last bits of recording done this week, but I think I have at least 60% of the music still to record, so it feels like a tall order, especially given the complexity of some of the parts I have written. It's taken a lot of work to get usable takes for multitracking. Probably going to cut the video component of the project, but the music should hopefully be done soon!

    7 votes
    1. 0d_billie
      Link Parent
      Update to my update! I made a huge amount of progress over the weekend, and I've got some time this evening and tomorrow evening that might mean I can get all of the recording actually done. I...

      Update to my update! I made a huge amount of progress over the weekend, and I've got some time this evening and tomorrow evening that might mean I can get all of the recording actually done. I might miss the deadline for a finished project though, as mixing and mastering are going to take an age. I'm currently on 28 tracks, and counting.

      3 votes
  5. Starman2112
    (edited )
    Link
    Pieces are done, I think. I need to print one out to make sure the holes are the right size, and to make sure the designs don't look awful in real life. The board is still in progress. Had to...

    Pieces are done, I think. I need to print one out to make sure the holes are the right size, and to make sure the designs don't look awful in real life.

    The board is still in progress. Had to scrap the plan of printing the white grid on top of a big black squareโ€“I don't want to risk the print shifting in some way while I change the filament. My current plan is to print the white part as a solid piece, and print the 32 black squares separately. That'll be easy enough to do in Fusion360, I just need to make a board and cut the squares out, then make squares that fit in those holes.

    The turn indicator is still just a thought bouncing around my head. The next chance I have to sit at my computer and design something is Monday, so I have two working days left to get all of this designed. I'm gonna use the November days to get this stuff printed out. If all else fails, there will at least be decent flat pieces to use in the miriad magnetic chess boards already available online.

    UPDATE: The board is now in that link. The board takes up almost the entirety of a 300mm print bed, so I would recommend using someone else's board design if your printer is smaller than a CR10. I'm gonna call those files my contribution to Timasomo 2023, and any printing I do in the next few days is just "finishing touches"

    7 votes
  6. [3]
    honzabe
    Link
    Fitness data analysis app (or is it a quantified-self app now?) I have not finished the alpha version yet - it is taking longer than I thought (not surprising - I know the famous coastal hike...
    Fitness data analysis app (or is it a quantified-self app now?)

    I have not finished the alpha version yet - it is taking longer than I thought (not surprising - I know the famous coastal hike story of software development). However, I am pretty pleased - I have made a lot of progress.

    What turned out to be more complicated than I thought was the UX design. Nevertheless, it is a lot clearer to me now... although the app is starting to split into two:

    • basic core for tracking things and finding relationships between them - those things can be anything: training load and fitness, sleep quality and mood... hell, it could be used to track the relationship between your work productivity and the type of movies you watch.
    • the specialized part that deals with training data (heart rate, power, and gazillion of other things that are stored in .fit files generated by devices like cycling power meters)

    I like the Timasomo idea a lot. It helps me keep in mind that I am not alone - there are other people struggling to create things. It feels like I am a part of something bigger. I wish every month was Timasomo month.

    7 votes
    1. [2]
      kfwyre
      Link Parent
      I don't want to overshare or anything, but I'm in a bit of a rough patch personally at the moment, and reading this was a wonderful bright spot for me. Thank you so much.

      I like the Timasomo idea a lot. It helps me keep in mind that I am not alone - there are other people struggling to create things. It feels like I am a part of something bigger. I wish every month was Timasomo month.

      I don't want to overshare or anything, but I'm in a bit of a rough patch personally at the moment, and reading this was a wonderful bright spot for me. Thank you so much.

      5 votes
      1. KeepCalmAndDream
        Link Parent
        In the 'precursor to Timasomo' topic I remember you wrote something like "It's better to have Timasomoed and lost than to not have Timasomoed." That was a nice nudge for me, thank you, and thanks...

        In the 'precursor to Timasomo' topic I remember you wrote something like "It's better to have Timasomoed and lost than to not have Timasomoed." That was a nice nudge for me, thank you, and thanks for getting Timasomo going.

        3 votes
  7. KeepCalmAndDream
    Link
    Island is a simple strategy game about building up an island and keeping your islanders happy. Gameplay video.. Text-only visuals, use the number pad to move around the grid and letter keys to...

    Island is a simple strategy game about building up an island and keeping your islanders happy.

    Gameplay video.. Text-only visuals, use the number pad to move around the grid and letter keys to build and upgrade buildings.

    Details about how to play.

    You'll need windows to run it. Two options:

    Hashlink VM + bytecode. Unzip to a folder and run Island.bat to play. I'm not sure if Hashlink requires further stuff; could someone let me know if just the contents of this .zip runs fine for you?

    Compiled .exe Run Main.exe to play. This should run, but it's much larger than the above version.

    I had some ideas for more sophisticated behavior involving Goods, but not much time to implement and play around with them. Mostly interface and numbers adjustments this week. The game as it is presently is fairly straightforward, mainly just keeping food production in pace with population and doing a final push for Happiness.

    I didn't manage to make much S P A C E either, this is going to be my year-end goal now.

    5 votes
  8. [2]
    Areldyb
    Link
    Your Laptop Is Now A Typewriter (YLINAT) is now (...just about...) feature-complete! There are still a couple of options and things I want to capture in the conf/ini file, but mostly the next...

    Your Laptop Is Now A Typewriter (YLINAT)

    is now (...just about...) feature-complete!

    There are still a couple of options and things I want to capture in the conf/ini file, but mostly the next couple of days before Nov 1 are going to be about handling any remaining TODOs and squashing any other bugs I notice along the way, and then I want to use the November "finishing touch" days to give it some release polish and build some binaries for Windows and Mac.

    If you would like to use this program for NaNoWriMo: Please let me know, either via DM or by replying here, and I'll put a pre-release version up on GitHub for you. Otherwise, I plan to wait until showcase day.

    One week left! Can't wait!

    4 votes
  9. Tlon_Uqbar
    Link
    Project: Photo Zine The zine is done... sort of. I have 2 versions ready, one for the printer and a digital version. I hesitate to call this version final, though. I at least want to sleep on it a...

    Project: Photo Zine

    The zine is done... sort of. I have 2 versions ready, one for the printer and a digital version. I hesitate to call this version final, though. I at least want to sleep on it a little and see if there's anything I want to change up. Most likely I'd end up changing the sequencing of the images. The page layouts are all pretty simple (on purpose), so I think it'd be all the valuable to spend too much time tweaking those.

    Overall, I'm pretty happy with what I have. But I'll need to psych myself up some before pulling the trigger and sending it off to the printers. (Not the least of which, because that means spending some money.) Just the regular anxiety of passing a point of no return. I'm going to give myself a few days to make any last edits.

    Last real question is how many I get printed. I'm thinking about 10. Maybe give some out over the holidays to friends and family, keep a few copies for myself. Price is a big consideration with this. But I can always print more later. No need to go too big for the first batch (if I even print any more at all).

    Excited to see everyone's end results!

    3 votes
  10. mat
    Link
    Almost nothing happened on the USB charging station project. It was half-term holiday week so Kid was home and we were off all day every day doing fun stuff. I got a few hours today in which I...

    Almost nothing happened on the USB charging station project. It was half-term holiday week so Kid was home and we were off all day every day doing fun stuff. I got a few hours today in which I mostly re-made the broken drawer pull and ran a successful test print on my new printer - maybe later tonight I'll print some of the cable guides I designed a week ago.

    So now I have two days to find spare time in which to veneer the box and drawer, finalise and install the cable guides, design and install the secondary charger ports, then finish the wood and gild some stuff. Might be do-able but realistically I'm going to need all week.

    On the other hand, I had an amazing week hanging out with a five year old having their first school holiday, so I consider that a win.

    3 votes
  11. [4]
    AugustusFerdinand
    Link
    Hey @kfwyre, next Saturday is November 4th. Not sure if you meant to make the Showcase Saturday the 4th or Sunday the 5th.

    Hey @kfwyre, next Saturday is November 4th. Not sure if you meant to make the Showcase Saturday the 4th or Sunday the 5th.

    2 votes
    1. [3]
      kfwyre
      Link Parent
      Good catch! Iโ€™ve fixed it. The showcase begins Sunday the 5th. That said, I have been timing the Timasomo threads to target Sunday mornings in New Zealand, so for many people it actually will go...

      Good catch! Iโ€™ve fixed it. The showcase begins Sunday the 5th.

      That said, I have been timing the Timasomo threads to target Sunday mornings in New Zealand, so for many people it actually will go live on Saturday in their local time.

      2 votes
      1. [2]
        AugustusFerdinand
        Link Parent
        I do my work on Sundays and chime in on Mondays, so I may "cheat" using the finishing touches days to do what could have been completed two weeks ago had things gone correctly. Or I'll take the L...

        I do my work on Sundays and chime in on Mondays, so I may "cheat" using the finishing touches days to do what could have been completed two weeks ago had things gone correctly.

        Or I'll take the L and just update in the usual weekend posts.

        2 votes
        1. kfwyre
          Link Parent
          You have my official permission to cheat as much as you like, AugustusFerdinand. The Showcase thread will still be there if you need some extra time. Open secret: this goes for everyone, by the...

          You have my official permission to cheat as much as you like, AugustusFerdinand. The Showcase thread will still be there if you need some extra time. Open secret: this goes for everyone, by the way! Creation doesn't always work on hard deadlines. Take the time you need if you need it!

          It's ridiculous that the manual was wrong, by the way. This is why I drive only drive automatics! Car joke!

          2 votes
  12. AugustusFerdinand
    (edited )
    Link
    4WD Tercel Wagon Suspension Setup Week 4: I choose to only accept partial responsibility for failure and there's nothing you can do to make me change that! As I mentioned last week progress...

    4WD Tercel Wagon Suspension Setup

    Week 4: I choose to only accept partial responsibility for failure and there's nothing you can do to make me change that!

    As I mentioned last week progress stalled through no fault of my own.
    This week is more of the same.

    Got the printer back up and running, a microscopic connector had elected to de-pin itself, the male pin might has well been a hypodermic needle for how small it is in my massive mitts (yes, I understand the irony of liking small cars while having huge hands that are difficult to find gloves for), so I swapped over to a more AugustusFerdinand-friendly connector. Redesigned the seal installation tool and printed it.
    The tool has three major areas, the extended portion inserts into the transmission's output to center the seal, a raised area holds the seal in place by it's outwardly extended lip, and that is then at a height that properly seats the seal to the correct depth per Toyota's manual when the largest diameter is flat against the side of the transmission.

    In short, print install tool, place seal on it, place tool into transmission, hit it until fully seated, lube up the seal afterward. Repeat on the other side.

    Now that the seals are in you can install the front axles.
    They are two different lengths.
    Make the mistake of checking the manual only instead of also doing a part number check and a visual check.
    The side with the c-clip (or without the threaded section if that's easier for you) inserts into the transmission, lube it up.
    Insert it into the transmission's output, hit it until until fully seated.
    Now insert the shaft into the spindle so you can get on with the rest of the list.
    Immediately realize it's too fucking short to do so.
    Check the manual again.
    Check the other side of the car, notice that the differential is offset towards that side, so the shorter axle should have been installed there.
    Check the part number and confirm that the axle you installed into the driver/left side of the car should be on the passenger/right side.
    The manual is wrong.
    Removal of the axle without damage requires a special tool.
    A tool you do not have and cannot find locally.
    Since the manual is wrong and you didn't check the part number before installation, you're stuck without being able to proceed again.


    Move on to what you can do, even if it's not on the list.
    In this case, it's putting together new swaybar endlinks to account for the raised ride height.
    This is the old endlink with the bushings installed and a washer to represent the mount on the car.
    And this is the new setup, same washer to represent the mount, bolt in place to line the two up for length difference, new endlink is adjustable should the pre-load be too great at onset (installing at the highest pre-load/shortest length to start).
    The swaybar gets one set of mounts on those two plates with three holes at each side of the differential via these bushings and brackets. As before, lube everything up to minimize squeaking, install, and bolt in place, but leave loose for the moment.
    Lube and install the swaybar end bushings.
    Lube and install the new swaybar endlinks.
    Fight torsion to install the bar to the endlinks.

    Rear suspension is officially done as far as installation is concerned. There will be some adjustments made once it's on the ground and then torque everything down properly.


    As far as the actual list of things to do is concerned, we've only made one more step of progress.

    1. Install outer tie rods
    2. Install steering bellows
    3. Install ball joints
    4. Install knuckles
    5. Replace transmission seals (all are out, requisite two are installed, the third isn't needed to reach the goal)
    6. Remove mistakenly installed front axle
    7. Install front axles correctly
    8. Install front struts
    9. Finish front suspension polyurethane bushing installation
    10. Install larger brake setup with new brackets (from MR2), calipers (from Celica), and rotors (from VW Golf)
    11. Finish rear suspension
    12. Install wheels
    13. Achieve TiMaSoMo goal of putting the Tercel on the ground on it's own wheels, even if only temporarily!
    2 votes
  13. [3]
    TangibleLight
    Link
    Progress was slow again - also evidenced by not posting this update until after the end of October. In the previous update I mentioned that I had to be offline for most of the time, and instead...

    Progress was slow again - also evidenced by not posting this update until after the end of October.

    In the previous update I mentioned that I had to be offline for most of the time, and instead spent the weekend doing some math related to spacecraft navigation. I also talked about that I think my ideas for navigation will be workable and I hope they will be intuitive.

    Over the past week I did get most of that implemented, and after some experimentation with presentation, I think those ideas on navigation are sound. With a bit of polish I think it will be intuitive ...

    ... but it's not there yet.

    Here's a clip where I pilot my spacecraft from the Earth to the Moon; acceleration is 5g, and the timescale is 60:1. The trip takes about a minute and a half, like I hoped, although I timed the flip poorly and overshot by a few thousand km. In the clip the throttle is binary, either 0% or 100%, which makes that timing tricky. I've since added continuous throttle controls which make it much easier to fine-tune the final approach.

    https://youtu.be/SUxkyjsZfnU

    HUD information The green bracket on the left is currently unused; it's intended to show distance information in the future.

    The green bracket on the right shows speed relative to the target. In the video, that's relative to the Moon. The slider shows your current speed as a fraction of the maximum speed on an ideal trajectory. Therefore in navigation, you accelerate toward the target till that "ideal maximum" speed, then flip around and decelerate till "zero" speed.

    In the background there's a white line with some dots drawn on it. That traces out your future trajectory relative to the target, with markers at points of closest approach and slowest approach. The start of the line is more-or-less your direction of motion, although I'd like to add a special "prograde" marker for that.

    It's a little easier to visualize that line in 3d, rather than drawn on the skybox. The trick is, it's not drawn on the skybox, it's just that when the camera is near the ship it looks like a line on the skybox. Here's a screenshot viewing that path from the side:

    https://i.imgur.com/AVqYdno.png

    This is clearly one of those areas that needs some polish. If you look carefully, there is a marker at the apex of the parabola; this is the point of slowest approach. There are also two markers to either side of the moon, one on the line and one not. These are the points of closest approach; the one not on the line occurred in the past.

    So, some things I need to do to polish this and make it more intuitive:

    • Improve the colors and contrast of the markers. The trajectory line probably shouldn't be the same green as the rest of the HUD, but it definitely shouldn't be white. I'll probably color it blue for now.
    • The closest approach and slowest approach markers should be different. I don't want to rely on color for this, so instead I need to come up with some simple vector markers to display at those positions.
    • Add a dedicated prograde marker.
    • Don't display markers for events that already occurred.
    • Add a "top-down" view of the trajectory on the HUD. I'll try to give this a similar feel to a compass on a typical HUD; "up" represents "forward" while "left" and "right" have the same meaning. I don't want the HUD to be as cluttered as this example, so just look to the compass at the bottom for reference: https://i.imgur.com/PZh0F59.png

    In my comment on the roll call thread, I listed five broad tasks I wanted to complete for Timasomo: The Orrery, Networking, Ship Physics, Ship Controls, and Weaponry.

    I had not realized that Ship Controls sort of implies a hidden task: navigation and planning.

    So I'd say I haven't accomplished Weaponry, and I'm making progress on Navigation. I'm a little disheartened because those were the main thing I wanted to prototype here, but I think it's helpful to look back at that list and see the other 4 tasks are complete.


    For final touches ahead of the showcase, there are still a few bugs before I could attempt to ship a binary.

    Final Touches
    • I think I'm initializing ENet incorrectly. If the server and client run on the same machine, everything works fine, but if I run the server on a different machine the connection fails. I think I am not binding to the correct host or something on the server, but I need to investigate that a little further.
    • It doesn't build on Windows... apparently std::quick_exit and some other STL conveniences are not supported there? From what I can tell, everything should work on MSVC so I wonder if I accidentally built with my MinGW environment. In either case I need to boot back into Windows and investigate.
    • There's still some floating-point precision issues with the positions of planets. You can see the jitter in that video above. I'd like to resolve that, but it's proven difficult to pin down exactly where the jitter is coming from and I'm not sure there's time.

    I think if I get these things in, I should have something to share for the showcase, but it's not quite going to be multiplayer-ready. I do intend to lean into the flexible nature of Timasomo and continue working on this. Once those six goals are completed I'd call the prototype "done" and ready for some multiplayer testing. I'm not sure what best etiquette is for sharing that secondary progress... another comment in the showcase thread? A new thread altogether? @kfwyre, do you have any recommendation?

    1 vote
    1. [2]
      kfwyre
      Link Parent
      So, if you're wanting something for this weekend for the showcase and you feel you don't have a build ready to go, you could share something like a video, screenshots, or a writeup (basically what...

      So, if you're wanting something for this weekend for the showcase and you feel you don't have a build ready to go, you could share something like a video, screenshots, or a writeup (basically what you've already been doing in the discussion topics!). Your updates have been so compelling and interesting to read that you could compile parts/all of those into a rundown and make that what you share in place of a build if you feel it's not ready.

      If you're comfortable sharing an incomplete build, I say go for it. Even if it's not done, you've still put a ton of time and effort into what you're making, and that's still something we can appreciate and celebrate!

      In the longer term, with regards to secondary progress, you're absolutely welcome to come back to the showcase thread later to post an update. We had a user last year who posted their project to the showcase over a month after it went live!

      Independent of this weekend's showcase entirely though, I also encourage any and all Timasomo participants to post their projects elsewhere (both on-site and off). The ~creative.timasomo audience is only a limited slice of Tildes, so by posting it in, say, ~games or ~space as well, you'd be getting your project out to wider audiences who might miss it here -- additionally so for posting it to X/Mastodon/reddit/Tumblr/your blog/etc.

      Timasomo is, by design, an incentive to create but not an umbrella under which things live, so share your project whenever and wherever it deserves to be shared. It's yours!

      Another note would be that, on Tildes, a lot of people don't sort by all time activity. As such, posts in older topics don't resurface on their feeds. If you come back to the Showcase thread in a month or two to post an update, it'll likely be seen by fewer people. As such, I'd recommend your own, new top level post in ~creative (once Timasomo is over for the year, this group gets collapsed back into ~creative) as well as any related groups so that you get the visibility you deserve (seriously! your project is so damn cool).

      1. TangibleLight
        Link Parent
        I had not explicitly stated it, and I suppose given the free-form nature of Timasomo there obviously aren't any rules of entry, but I was hoping to share a build and get some people online...

        So, if you're wanting something for this weekend for the showcase and you feel you don't have a build ready to go, you could share something like a video, screenshots, or a writeup (basically what you've already been doing in the discussion topics!). Your updates have been so compelling and interesting to read that you could compile parts/all of those into a rundown and make that what you share in place of a build if you feel it's not ready.

        I had not explicitly stated it, and I suppose given the free-form nature of Timasomo there obviously aren't any rules of entry, but I was hoping to share a build and get some people online together and get some playtesting done on combat.

        I'm one month older now and I think that's too ambitious.

        Such a build might be ready by mid-late November, although at that point we'll get into holiday season here in the US so I don't know how much of my spare time I'll be able to dedicate to this project.

        I'm so glad to see you've enjoyed my updates! I've been unsure where to sit in the balance between accessibility and technical detail, but I've erred on the side of technical details, if only as some developer logs for my future self. I will say you all are lucky there's no LaTeX support on this site or I would've thrown that in there, too. Felt a bit like shouting into the ether, but I'm very glad to see it's come across well!

        If you're comfortable sharing an incomplete build, I say go for it. Even if it's not done, you've still put a ton of time and effort into what you're making, and that's still something we can appreciate and celebrate!

        I think as part of my finishing touches I will dump a bunch of diagnostic information to a log file, then publish that build. I already have spdlog set up for console output, so ideally I'll just set up a logfile in ~/.local or %AppData% or wherever with some instructions on how to share it. Since I don't use a game engine I'm almost certain the game will not run on everyone's hardware and I'll need some extra information to debug things.

        The ~creative.timasomo audience is only a limited slice of Tildes, so by posting it in, say, ~games or ~space as well, you'd be getting your project out to wider audiences who might miss it here -- additionally so for posting it to X/Mastodon/reddit/Tumblr/your blog/etc.

        As such, I'd recommend your own, new top level post in ~creative (once Timasomo is over for the year, this group gets collapsed back into ~creative) as well as any related groups so that you get the visibility you deserve (seriously! your project is so damn cool).

        I think that addresses my question. Good to know it's acceptable to create top-level threads for these projects. I always appreciate that there isn't much self-promotion on Tildes, and I was wary of creating any top-level post that might come across that way.

        Thanks for the advice!

        1 vote