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The IGFM results are in!  Our game Mind Wall didn’t make the cut but it did get an honorable mention in the Best Mobile Game Design category.   I admit it,  I was sort of hoping for a reason to get to GDC this year but alas, it was not to be.

Hit indiegames.com for the full story

iPhone apps dominate

Big congrats to the finalists, wow, it looks like all but one are for iPhone/iTouch devices.  (The single exception is for the DSi)

Complain as you will about the ‘race to the bottom’ pricing and crapware flooding the iPhone,  but wow, it’s also truly a fertile space where people are taking chances and making original and incredible  things.  Reminds me a bit of the crazy C64 days, almost.

LD power

Hat-tip to fellow Ludum Dare alums Dock (Tumbledrop) and Tonic from Secret Exit (Stair Dismount) for making finalist in the technical achievement category.

Everybody has their own favorite development IDE.  Some love Eclipse, others adore Xcode, and a few old school types swear by simple text editors and shell scripts. (Hi Pov!)

While cleaning up the Dink source I’ve been really getting my money’s worth out of Visual C++ with the Visual Assist add-on.

Safely renaming variables

One of the more useful features of Visual Assist is intelligently renaming a variable or function name across a project.

As an example, I could safely rename the horribly named global int variable “mode” to “g_gameMode” .  It’s smart enough to ignore locally defined “mode” variables or the word mode used in other contexts, such as functions or comments.

With its new name it will be safer use Search and Replace to make it GetGlobals->GetMode() later or something if I want to later.

Renaming library functions across multiple projects

Let’s say for some reason you wanted to rename RTFont::Load to RTFont::LoadTrueType but you don’t want to break things in old projects.

Here is a trick to safely rename things across multiple projects:

  • Create a new solution called AllProjects and add each existing project to it
  • Use Visual Assist’s rename or other refactoring tools to modify them all at once
  • Keep the solution around for anytime you need to globally modify things

When you have tools to make normally monotonous chores a breeze, you’re that much more likely to actually do it!

If your IDE can’t do stuff like that it might be time to find one that can.

More Dink stuff.  I’ve been focusing on the more technical parts, especially dmod support.

Please ignore the ugly temporary GUI I’ve got going now.

Day/night mode added! Just kidding, just some palette glitch.

The .dmod format

When Dink was developed, I didn’t give too much thought to how add-ons would work.  Here is what it had:

  • Each dmod gets its own directory name
  • A readme.txt with a lot of info that I don’t think anybody uses, unsure
  • A text dmod.diz file would include the name, a line for copyright, a url, and a description. (starting with Mystery Island?)
  • preview.bmp that nobody uses (Actually, I think this was added by redink/Merlin for the 1.08 release, not me)

So yeah, very basic.

Also missing was a way to package and install them.  The first DMOD’s (Search For Milli Vanilli and Mystery Island) were packaged with .exe based installers that would locate the dink directory (in the ugliest way possible) and create a directory there.

By the way, Search For Milli Vanilli has a 4.6 rating?? Come on!! First DMOD ever, giant heads, awesome music, and eerily predicting the future mean nothing?! (The map.dat is dated 10/15/1997 .. yeah, not even I would be in poor enough taste to do the dmod AFTER what happened)

So I thought everybody would create a windows-centric .exe for each add-on?  Dumb idea, especially back before the era of nice free install makers.  So we ended up with a bunch of zips/rars/lha’s or whatever without a real standard.

Then, an enterprising lad from the Dink community by the name of Merlin created DFArc, a utility to help install and manage dmods.

He invented the “.dmod” file extension.  (I think?)  This is basically the above but compressed as tar.bz2.  (Grr, I only support .zip in my game framework!)

Then, the dink community went through the laborious task of converting existing dmods to .dmod format making everybody’s life easier.

Tar.bz2?!

If I want to make the DMOD experience smooth and take advantage of the currently 301  add-ons (some as big as Dink itself), I need to allow you to download and install the original .dmod files.  No porting, no special iPhone versions.  No repackaging.

First I improved my net code to handle redirects and allow in-game downloading by URL: (there will be an easier way too, but this “manual” download way will remain, useful for testing or just installing any dmod you feel like)

Enter any URL your heart desires. It just better be a .dmod.

I searched in vain for a small and portable tar.bz2 unarchiving class so ended up writing one using the bzip2 library.

Tar is a dead simple format, especially when you can ignore stored file permissions and the like.

I force all files to be lower-case when writing, helps with the case-sensitivity issue.

Single pass un-bzip2'ing and un-tar'ing. Quite zippy.

After it’s finished, it will kick back to the scrollable DMOD management screen:

Basic, but functional. I will add more text and probably icons for the readme and url if applicable.

And finally:

Ta-da! You're now playing a user made add-on from the comfort of the train and/or bathroom!

Incorrect aspect ratio and no midi music yet, but hey, it's playable.

What next?

Well, most of the technical issues are out of the way so it’s time to move on to interface and better audio.  At first I was thinking I wouldn’t need to support midi because I was going to remaster the whole dink audio track, but now I see midi support is a must for dmods.

So do I want to spend $500 to license fmod for iPhone? (I used this for Prey Invasion, so I’m already familiar with it… that would also give .mod/.xm support.  iiiiinteresting.)

Is there anything with similar functionality that is cheaper?  Hurrumph.

Thanks to magicman, Ex-D, and scratcher from the Dink Network‘s chat for helping me out.

Note from Seth:

This post is from Justin Martin, the awesome artist behind Dink Smallwood and the new Dink port we’re doing for iPhone! He’ll be using codedojo from time to time as well.

Just check the name near the top to see if it’s Seth or Justin who is posting.

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The bitter

After five+ years of adventuring in the land of Azeroth, I discovered yesterday that my beloved WoW toons were hacked… some deleted and all others stripped of everything–all my precious epics sold or sharded and gold stolen. Maguro, my level 80 pally, was left wearing his seasonal xmas garb. The mockery… the nerve… my gearscore went from about 4850 to 70 in a whim in contrast to the many months/years spent in acquiring rare drops. Damn f*** gold farmer hackers. Damn Blizz for not being speedy with replies.

The sweet

The new year also brings good tidings. I’m excited about developing art work/interface graphics for the upcoming  Dink Smallwood port to the iPhone/iPod. I had lived and breathed Dink Smallwood (DS) during it’s year and a half development and look forward to revisiting Dink and working with Seth to make the gui as polished and intuitive as possible. Thanks to all you Dinkers for keeping DS alive and well. Looking forward to some fun duck stomping on my iPod.

Congratulations, you made it to 2010!

Happy new year to you and yours from all of us as RTsoft! (Fine, it’s just me and the family and I didn’t really ask them, but whatever)

Mind Wall blowing minds.. sort of

Christopher Hyde has listed his favorite free games of 2009 and our humble freebie Mind Wall clocks in at #47.

If you’ve got an iPhone/iTouch, I know you’ve already downloaded this way cooler version that has new modes and international rankings.

Latest project

I’m plugging away at the Dink Smallwood port, going to post another ‘developer diary’ soon about that.

First 1 star iTunes text review of Dungeon Scroll for iPhone

Yeah, what’s with that?  An iTunes user review chastised me for not releasing an update and fixing “all the bugs”.  Huh?!  What bugs?

I’ve had a lot of emails and the closest thing to a bug is people not understanding that it automatically saved your game if you quit, or not understanding some aspect of the rules.  (Ok, improving the in-game help text is a legitimate gripe)

If you know of any bugs in Dungeon Scroll for iPhone, please email me about ‘em because if there WAS something wrong, I most definitely would work fast to fix it.  I can’t help it if it’s my most stable V1.0 software release ever.  Hey, I’m as surprised as you.

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