SLiPCoR Blog updates by SLiPCoR en Tue, 20 Feb 2018 00:15:40 GMT 2 Months later... ...I am back in action. I really feel like I needed this break to recharge my batteries. So, today was both fruitful and not, because when trying to get some bigger files done, I noticed again that I will have some big rewrites incoming, basically replacing the implicit MovieClip base with an explicit class that more resembles a GUI? I will have to think about how I can pull out the good things that I still can use even though the Unreal Engine is not really as much movie-based, in the sense of how Flash allowed of nesting of movies. Basically you could always LOAD a movie that contains sub-movies that are all inherited from one thing, and all contain methods that can be used staticly / globally / relatively. This system does not really work in UE - so I will have to think about a way to make this work. It will probably be doable, but at some point later this year, the progress display will make no sense, as I will no longer be dealing with the remaining code, but rather be writing things from scratch or rearranging things so they make more sense in the Unreal way - basically getting no code progress done - this is where video updates will come in handy where I can explain the issues and possible solutions. Have a nice rest of the week, and HAPPY VALENTINES! Wed, 14 Feb 2018 02:33:13 GMT Last week of rest Updates will resume in February, I just had to take some time off to recharge my batteries :) Cheers Chris / SLiPCoR Thu, 25 Jan 2018 01:16:52 GMT Back to work? Not quite yet ^^ I hope you all had a fine round of holidays. I am still recovering from a cold, and I will be on vacation over new year's, so I am not sure there will be much progress until then. Well I do not expect anyone to sit here and hold their breath anyway. If you are one of those people, it is time to stop. Now. Have a great start into the new year, I will be back with updates in the second or third week of 2018 :) Tue, 26 Dec 2017 22:26:34 GMT Progress of one month Alright, so it seems that one month has passed since I started porting Onslaught to the Unreal Engine. Just today, I updated the file counts to properly reflect the actual code base that I am dealing with, by removing third party classes that I can not or will not use. From around 16% progress before, we jumped to a solid 20%. So given that, we can expect the game to be fully ported in 4 months --- However, there still exist things that need to be done after the fact, if I do not do them on the way there: * testing (modular?) * implementation of savegame features [replacing the SharedObject implementation] - estimated time - approx 24 hours Some things that might go into a separate branch maybe * removing redundant declarations that just hand forward accessible methods [GameManager, which I just finished, has tons of those] * check for unused methods and remove them * apply best practices methods I know from java - too many things to list here, maybe too hard to find, we will see So, it is unclear how much time I will spend when I am done with the pure code. But I see the big class "Turret" still waiting in line - oh and I will have to do the GUIs and the actual turret actors. This will need designing and/or a way of getting the sprites I have now into this system. And I fear a decent number of things will not work out of the box - and I am not a designer :O Anyway, I will get this done, I am pretty pumped still, and dedicated to get this done. Maybe I will do motivational streams where some ppl might watch and get hyped on the way? Who knows ^^ Sub to the channel that owns the video linked on the 3rd of December for updates on that. Or check my <a href="">twitter</a> :) That's it for today, talk to you later. Have a Christmas-y Chrismas! Sun, 10 Dec 2017 13:51:09 GMT Animation Hey there ^^ Today I want to present to you a little demo of what I have been working on the whole day: <iframe width="560" height="315" src="" frameborder="0" allowfullscreen></iframe> Next to adding some blast implementations, this is what I have been finally able to make work! The movement of the black hole debris uses a framework that will replace the former Flash-MovieClip-move-to-point "VisualEffect" object, and the Combonly rings work in the very same way, they just rotate and do not change position. The new VisualEffect class will be used to do everything that the former MovieClip system was able to provide: * Moving * Rotation * Alpha / Color tint changes * Function calls "on Completion" * Width * Height * Scale Particularly the width and height will pose some issues because the Unreal Engine works with scale rather with actual pixel sizes. I touched on that subject in the last post, there is a solution to that, and it should work :) Back to work ;) Sun, 3 Dec 2017 00:23:13 GMT *poof* Wow, this week went by fast. We had some struggles at work, and I had some other things that kept me busy. Nonetheless, this week was absolutely productive. Not so much on the public line count side, but in the backend! I have imported all images that I was able to extract from the original files. Sadly, by design, flash works and saves things very scalable, and in a movie-compatible format, not really suited for image exports. What is a great plus for flash as-is poses to be very hard to port over to anything else, because I can only export static images. In flash you can zoom in like crazy and you get crystal clear turrets/projectiles, you have smooth animations that look awesome still if you go down to 10% speed. Getting this done in the 20 FPS exports I have now does never work smoothly. Oh, and I will always have some sort of quality loss, so the best way for now was exporting the images at 16 times the original size, and scaling them down in the editor. This looks good so far :) In the long run, I will have to redo the animations, for now static images or slightly misaligned parts might be happening. But for what I am creating, this should be enough. I am not aiming at a 100% working exact clone. For now, I am still in the POC-phase, so far I have not encountered anything impossible, even though I really see the practicality of flash eveywhere. One thing that really will break my brain one day is the ability to set a clip's width and height. This is not how size works in UE - you can only SCALE things - but what if I do not know what the initial size of the shape/sprite is? Well, seems for the affected sprites/classes I have to literally save it on load, for now. Again, everything is possible somehow. Motivation: 95% Let me take a nap to fill it to 100% again ^^ Have a great week! Chris / SLiPCoR Mon, 20 Nov 2017 02:58:04 GMT The first week The first week of Onslaught coding has been quite a rollercoaster ride. I have first created all classes that existed in the former ActionScript project, including inheritance (yet empty), and I have added some functional classes on the way. Before, they were not necessary, based on the "lazy implementation" that ActionScript allows, Objects that later get parsed into actual values, string keyed arrays, etc. Something I cannot really do, I solved most of this through Enumerations :) Phase 1 will be grabbing all the original Source Code that I have received - and making this into BluePrint based Unreal Engine classes. Especially things like Flash Effects [for moving, for growing and fading] will be interesting to do, but I am fairly sure I have found ways of doing it. Not sure whether I should do unit testing of the things I have at hand. I feel with the 200 classes I have to deal with, this will get out of hand real quick... I am a grunt work guy, so what I have to do so far is not really challenging, most of the time I am copypasting variable/function names and comments - oh boy I love Gaby's humor - and the actual time on implementing functions is rather small, as the classes are overall well organized and very modular. This keeps me from getting lost, for sure. On the way I already had to create some assets and/or import assets that I have been provided. Thanks again to Chris, I owe you! Phase 2 will be more on the asset side, actually making sure we can have a look at things. Adding assets, textures, models? Based on the calculations on the Onslaught page, I estimate to be busy for 2-4 months, with Phase 1 only - so, don't hold your breath! But glancing over the modding capabilities and the challenge modes, I really feel that this game will still be fun to a lot of people. And it will allow for a community to form, sharing maps, sharing challenges, sharing scores. "It's gonna be huge" One day :) Have an awesome week! Chris / SLiPCoR Mon, 13 Nov 2017 09:19:51 GMT A new coding blog! Hey there :) This is a new attempt at a blog :O Given the fact that I will be investing a lot of time into this and this process will take a long time, a blog will be the best solution until actual results are presentable. <hr /> Does anyone remember <a href="">Onslaught 2</a>? Because I do. And I recently got the consent of the important persons around the late developer <a href="">Gaby Vanhegan</a> after I learned about his death in 2011, several weeks ago. <hr /> To this day, I feel that this game excels through its simplicity and sturdyness. I feel strongly that this game should stay alive, and because <a href="">the doom of Adobe Flash</a> being imminent, I volunteered to help with this. So this is the big news about coding, there will be little bits and bytes here and there, progress information will be on the <a href="">Onslaught Page</a>, and there might be occasional updates about my other game, a MiniGolf implementation - but as this is presentable already, I assume I might actually keep the updates about this on my <a href="">YouTube channel</a> Have any feedback, any questions, just hit the "comment" button, and if it is about the website design - give me until the end of the year to make it sturdy and maybe even good looking :P Have a nice winter season! Yours Chris / SLiPCoR Thu, 9 Nov 2017 19:00:46 GMT