Friday, January 8, 2010

After much stalling, I made a stall counter

Wednesday 1/6: Added a quick flip or push pass type throw. You don't need to pivot before you throw it, but it doesn't go very far. It's useful for dumps. Brought back transition animations, which should make things look smoother.

Thursday 1/7: Dump throw split into two different animations: high release backhand and push pass. HR Backhand has different release points depending on how it's thrown. Added some upward velocity to the pushpass to give it more hang time. Fixed bugs related to: turnovers, pulls, handler positioning, throw release points, AI throw targeting.

Friday 1/8: Added fancy stall counter. Fixed a few bugs.


This screenshot shows a high-release backhand to a handler at stall five.

Tuesday, January 5, 2010

Back From Holiday

Wednesday 12/23: So, as a result of the recent refactoring... Core game logic does not use global variables. Game logic can be run without loading graphics or sound systems. Game logic can be unit tested.

Monday 1/4: Getting back on track after the holiday. Fixed some bugs, including a problem with the AI running simultaneous cuts. Started work on handler cuts.

Tuesday 1/5: New method for turning: tap the dpad. This should work well for quickly turning toward your dump. Improved dump cuts. Added "position" settings for AI players. Fixed AI frisbee chasing bug. Handler will wait for a look before making a dump cut.

Tuesday, December 22, 2009

Nothing to See Here

Wednesday 12/16: Improved field line rendering. Learned a LOT about multitexturing, which I didn't end up using, but I will when it's time to render player numbers.

Thursday 12/17: Menu option size is now configurable. Added menu option for setting up a test environment. Idea: instead of spending too much time tweaking game speed and AI and everything now, I'll build a setting screen for all those variables, and then when I send it to testers they can play around with the options and tell me what they like.

Friday 12/18: Started unit testing my code. Code cleanup and reorganization.

Saturday 12/19: More code refactoring.

Monday 12/20: More code refactoring. Finally got unit testing to work...not sure why Apple had to make it so tough.  Since I haven't been writing much lately, I'll document everything I did to get it to work.

1. Read the apple doc on unit testing. Follow their instructions.
2. Tests won't run my code. After lots of googling, I figure out I need to add my objects to the test target (wasn't mentioned in the doc).
3. Apple doc doesn't cover debugging the tests. Look for how-to. Follow 10 steps of configuration settings.
4. Doesn't work. Google many possible solutions. None of them work.
5. Apparently google makes their own unit testing environment. (Obviously because the apple one doesn't really work). Run through their 10 setup steps.
6. Errors about missing some files. Added some more files their site failed to mention.
7. More errors. No one on the internet has heard of them before.
8. I restart xcode and everything works.

I doubt unit testing will hit the mainstream any time soon if IDE makers don't make it easy to use. But, it should be. It's pretty simple technology and it's almost 2010.

Tuesday 12/22: More of the same.

Tuesday, December 15, 2009

Little Things and a Big Thing

Friday 12/11: Fixed AI pulls. Fixed other pull related bugs. Experimented with player turning using the accelerometer (doesn't work that well). Performance improvements. Share animation objects between players. Other misc. bug fixes. Added a little rotation to pivoting.

Monday 12/14: Changed implementation of player running which should yield better animation and control. Can stop marking by running away. Built a stadium.

Tuesday 12/15: Improved stadium model. New stadium texture.


Thursday, December 10, 2009

What's The Sound Of One Hand Catching?

Wednesday 12/9: Added infrastructure for playing sounds. Improved layout animation. Added these sounds: throw, catch, jump, land. Added placeholder commentary for hucks and layout catches. Sound effect volume based on distance from the camera. Fixed more AI throw targeting bugs. Added some visual feedback when you've pivoted far enough to throw.

Thursday 12/10: Separated game state info (teams, possession, score, etc...) from world object info (player positions, physics, etc...). Added pulls. While play testing today I got my first layout D.


Tuesday, December 8, 2009

Choices Choices

Monday 12/7: Some internal work to hide all the math that transforms UI coordinates to iphone screen coordinates. Added menu (dynamically sized based on number of options). Cleaned up a lot of the memory management.

Tuesday 12/8: Bugfix day! Fixed throwing direction bug. Added special camera mode for tossing. AI will stop throwing motion if target changed direction. Fix AI huck mistargeting in toss mode. Fixed frisbee animation when caught while jumping or diving. Improved running jump vs. layout decision when hitting action button. Improved catching formula when jumping or diving.


Friday, December 4, 2009

Throwing Controls For The New Millenium

Thursday 12/3: More work on the new throwing system. Added yellow circle around the player you should guard.

Friday 12/4: Finished new throwing system. Added a "tossing" mode so you can practice throwing mechanics with one other player. Added rotate button when holding the fris.