Archive for February, 2005

More Progress On The Horse

I managed to set aside some time today to work on the horse animations. Today’s animation is a pretty straightforward walk cycle, which you can view here: Horse Walk Test Render.

Horse Walk

As with the jump animation from a couple of weeks ago, I still have some tweaks to do on the walk. I’d like to add a bit more head movement to the cycle without making it too annoying – can’t really have a headbanging horse walking around in-game. I also want to do some more fine-tuning on the shoulder and tail motions. They just aren’t quite there yet for me.

This first set of passes on the animation took way longer than I had anticipated. I was able to block out the majority of the walk cycle in a couple of hours, but it took me at least another 3-4 hours to do additional cleanup passes. Most of that time was fighting with Character Studio. I was trying to get the feet to plant solidly and the overall rig to just behave in general. I did step away from my computer for an hour to prevent myself from chucking it through the window. Luckily, Max didn’t crash once, so at least I can be thankful for that.

I still have a more animation work to do before Robert and I can officially call the Horse Pack complete, but I am slowly getting there. The last bit of cleanup on the walk cycle won’t take long at all, and I only have a couple more animations I need to do to finish off on the to-do list. Once those are done, we can pack everything up and ship the content pack.

It’s tough to muster up the energy to devote the whole weekend animating when I’ve already blown most of my 3D mojo during the week at MGS. I am, however, feeling much more motivated to get this stuff done as soon as possible. Getting the jump and land sequences done a couple of weeks ago was a huge boost for me, as was doing the test animations last weekend. I’ve the animation juices flowing again. I just need to get the will-power to spend the weekend working on 3D stuff instead of zoning out in front of the TV or blabbing away on IRC.

Torque 2D Is Upon Us

Last night, Garage Games stealthily unleashed the Early Adopter’s version of Torque 2D, a purely 2D game engine based on the inexpensive and high-powered Torque Game Engine. Based on early reports from beta testers and recent feedback since its release, T2D is amazingly easy and fun to use. Check out the screenshots to see some of the great things that are possible with T2D.

Now, some people may scoff at the idea of doing 2D games, but I think T2D can provide all new opportunities for indies to build simple and fun games. If you really think about it, some of the most popular games presently and throughout history are completely 2D. 2D games are much more accessible to a wider audience, especially casual players, and, technically speaking, probably a lot easier to develop than full-blown 3D games with shaders, realistic physics, and all that jazz.

I know that from an art standpoint, building 2D sprites and tiles is far simpler than creating 3D artwork. There’s just less crap to deal with. Once the Mac version of T2D is released next week, I just might grab it and start messing around with some ideas for T2D content packs. I’ve got a lot of 3D artwork that can easily be modified and rendered off as 2D sprites and tiles. I may even be brave enough to brush up on some Flash skills to create some nice vector art. Hmm… maybe I’m not quite that insane, but it’s an idea, anyway.

Link: Torque 2D

Fun With AppleScript

Lately, I’ve been really getting into AppleScript. I’ve found it to be easy to work with and very convenient for automating repetitive tasks in some of my daily communications/tasks. It’s also a nice and relatively productive way to take a break from work, game dev, and anything related to 3D.

For those of you who don’t know about AppleScript, here’s a blurb from Apple’s Getting Started With AppleScript page:

AppleScript is a scripting language that provides convenient control of applications and of many parts of the Mac OS. AppleScript uses an English-like syntax that is accessible to scripters with little programming experience. Scripts can combine operations from applications and from the Mac OS, to automate simple tasks or complex workflows.

I’m presently using custom AppleScripts in Mail, MarsEdit, BBEdit, and Conversation. Most of the scripts are written by other people, but I do hope to write more of my own as I learn more about AppleScript.

The majority of my custom scripts are presently used in Conversation. I tend to change my nickname in IRC channels frequently, so, rather than type out long-winded commands to change the name and authorize the ones I have registered, I like to use scripts to automate them. Conversation allows me to use AppleScripts as /commands, so I can just type the name of the script to execute it.

Here’s a quickie one that changes my name to “danny” and then authorizes the nickname if the name of the current server contains “maxgaming” (maxgaming.net’s IRC servers have registered nicknames).

applescript.jpg

Every time I type “/danny” in Conversation, the script does its magic, and I’ve saved myself a bunch of typing. The script only took me about 20 minutes to put together, and most of that time was figuring out the correct syntax for Conversation’s script library. I’m still not very fluent in AppleScript, so this probably took far longer than it should have.

Learning how to create AppleScripts is actually kind of fun. While the English-like syntax can be tedious sometimes (nightmares of pre-dotSyntax Lingo in Director come to mind immediately), it is very easy to work with and makes reading other people’s scripts go much faster. Apple’s free Script Editor application (bundled with OS X) makes writing scripts go very fast with syntax coloring, auto-completion, and auto-formatting. Best of all, you can actually use AppleScript to create self-contained applications. I haven’t quite gotten to that point yet, but I hope to be there at some time in the future.

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Discovering Conversation

For the longest time, I was a dedicated user of Snak as my IRC client of choice on my Powerbook. It’s fast, clean, and very scriptable. It also allowed me to automatically sign on and authorize my nickname on multiple servers and channels, something that is kind of a pain with mIRC (my chosen IRC client for Windows and the one I run everyday at work).

As nice as Snak is, there are things about it that bug the hell out of me. There are issues with context menus misbehaving. The UI is looking extremely dated (anything pre-Panther looks old to me). It has too any windows for managing connection data. And, over all, Snak still feels more like a Mac port of mIRC than a native Mac application.

A few days ago I started using another Mac IRC client called Conversation, and it is really growing on me. Like Snak, it can automatically connect to and authorize multiple servers and channels. Also like Snak, Conversation is fast and scriptable. That about where the similarities end.

Here are some things that I really like about Conversation that don’t exist in Snak:

  • Channels with unread messages are flagged with a little badge showing the number of unread messages instead of just a color change.
  • Server and channel connections are managed in a single pane in the main window.
  • Each user is flagged with a different color in the message window, making it much easier to track conversations.
  • The brushed metal window feels a lot more like iChat’s UI, which I really like.
  • Shortcut keys for switching channels go to next/previous unread channels by default.
  • Growl notification windows are supported.
  • Custom AppleScripts are accessible as /commands.

I really like the last two features. Growl is a really cool open source notification system for OS X. Supported applications can use Growl to display notifications in temporary popup windows that look a lot like Apple’s Dashboard-style windows and the application switcher. The type of notifications Growl will display are customizable per application. I presently have Conversation configured to display a Growl notification

Using AppleScripts as /commands is also really neat. Practically speaking, this isn’t any different than writing custom ircII scripts, which is the standard for both Snak and mIRC. Snak also supports AppleScript, so, at first, this might not seem like a big deal. The thing with Conversation’s AppleScript support is that you can use the same AppleScript file as a /command and from the Script menu. There is no need to write one script with a custom command name for typed access and another script to be included in a context menu for mouse access. One script does it all.

Even though I paid the shareware fee for Snak a couple of years ago, I’m probably going to ditch it for Conversation, which is completely free. It does everything I need an IRC client to do. It looks and feels like an OS X application. And Conversation has a bunch of the little things that make using IRC a more pleasant and visually interesting experience than any other client out there.

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