Archive of posts with the category 'RF1'


SunUp – #20-35

Another busy week but I did: RF1 - Updated to Django 2.2.16 Misc - updated my one remaining blog that uses WordPress to 5.5.1 Misc - started rearranging some of my home backups Read on

SunUp – #20-06

This week I’ve: RF1 – upgraded to Django 1.11.28 RF1 – carried on the update work for Django 2.2.x RF1 – debugged a false negative in my test suite that only occurs in a Bitbucket pipeline (appears to be an issue with Bitbucket and not the test suite) Read on

SunUp – #20-05

Another busy week but I have been: RF1 – working on the upgrade to Django 2.2.x Misc – went to a meet-up on cloud deployments and also the Go language Misc – lamenting Britain’s departure from the EU 🙁 Read on

SunUp – #19-30

Bit of a busy week and I’ve not done much other than make a few RF1 changes. The main change was to add functionality to disable sign-ups if required. This adds extra maintenance options since previously I could only stop all logins. Read on

SunUp – #19-29

Still having a bit of a holiday but I have done a bit of work in preparation of moving RF1 to a new host. I also had to do a bit of work to resolve an issue caused by an upgrade of operating system by another host. Read on

SunUp – #19-26

This week I’ve:- Oversteer Racing – more work on the routines to handle the end of the race Oversteer Racing – checked that the options in the settings screen affect the game Oversteer Racing – fixed some bugs Oversteer Racing – wrote the latest dev blog RF1 – upgraded to Django 1.11.22 Misc – signed up for another web host to try them out Read on

SunUp – #19-18

This week I’ve:- RF1 – fixed a minor and rare bug that can cause an error in the sign-up process if there were two concurrent requests from the same source RF1 – made an update to the data retention code (for next season) Misc – converted one WordPress site to Jekyll Misc – further research on new web hosts Read on

SunUp – #19-08

This time of year I tend to be very focused on RF1 so I’ve largely been working on that: RF1 – Added SSL to the test site RF1 – Redeployed the test site using Python 3.6 and virtualenv RF1 – Created a monitoring page and changed monitoring to point to new page RF1 – Redeployed the production site using Python 3.6 and virtualenv RF1 – switched to using pip-compile for requirements.txt Read on

SunUp – #19-07

This week I’ve: RF1 – upgraded to Django 1.11.20 RF1 – completed work to allow the application to run using Python 3 instead of Python 2.7 RF1 – looked into using virtualenv in production RF1 – updated the code to use a year specific value for the cost of a team change Misc – set up monitoring Read on

SunUp – #19-04

This week I’ve:- Oversteer Racing – updated to Unity 2018.3.1f1 Oversteer Racing – updated rival cars to turn wheels during cornering RF1 – updated to use mysqlclient instead of MySQL-Python RF1 – updated T&Cs for coming season RF1 – updated VagrantFile to use an anonymised and encrypted database during the build Read on

SunUp – #18-31

This week I’ve: Oversteer Racing: fixed a problem with calculating pit stop time for rival cars related to pit box accuracy Oversteer Racing: fixed an issue that was causing the player UI not to update correctly Oversteer Racing: fixed an issue where rival pit stop duration was calculated incorrectly if fuel was needed Oversteer Racing: fixed an issue where rivals were too eager to stop for fuel Oversteer Racing: wrote the dev blog for July... Read on

SunUp – #18-13

Another busy week, all I’ve managed is: RF1: more work on replacing the Google static charting with chart.js Misc: carried on reading a book about freemium mobile games design Misc: went to ‘Reload, Relive, Replay’ which was awesome Misc: more GDPR stuff Read on

SunUp – #18-05

This week I’ve been pretty busy but I have: RF1 – upgraded dev site to Django 1.11 (LTS) RF1 – upgraded production site to Django 1.11 (LTS) This has been an important bit of work as I was using the last LTS release (1.8) and this is end of life in April. Read on

SunUp #17-18

This week I’ve: Oversteer Racing: updated code to remove deprecated API references for level loading Oversteer Racing: updated code for the particle system as some of the current code is deprecated Oversteer Racing: written the latest dev blog Glossary: removed AddThis as it cannot be configured not to set cookies any more RF1: set up Bitbucket Pipelines to run automated tests for RF1 Misc: switched over my backups to the new EC2 instance Misc: drafted a... Read on

SunUp #17-12

This week I’ve: RF1: launched the competition for 2017 RF1: carried on working on a replacement for the charts Glossary: refactored some code that used deprecated gmmktime() Misc: updated AES code to enable the site to run on CentOS 7 and with Apache 2.4 Misc: carried on setting up a new EC2 instance for backups Read on

SunUp #17-11

This week I’ve: RF1: work on prices for components for the 2017 competition RF1: updates to support pit stop strategies where players have picked “6 or more” stops RF1: wrote a new test to verify changes to pit stop calculations RF1: sourced a new image for the home page Glossary: updated to CakePHP 2.9.6 Misc: research for new EC2 instance Read on

SunUp #17-08

This week I’ve: Oversteer Racing: made changes to allow cars to be detected in the pit box if entering higher entry angles Oversteer Racing: added code to track tyre set usage and determine the best tyre set to be used at a stop RF1: reviewed some changes needed to switch to a different charting API Misc: spent some time playing with a microbit Read on

SunUp #17-05

This week I’ve: Oversteer Racing: more work on the pit stop UI so players can select the changes to make and see how it affects pit stop duration Oversteer Racing: wrote the latest dev blog Glossary: updated to CakePHP 2.9.5 RF1: posted a blog post outlining some changes to the rules for 2017 RF1: added functionality to add and delete races which will make administering the game easier if a race is cancelled mid-season Read on

SunUp #17-04

This week I’ve: Oversteer Racing: added opposition skill and advanced handling settings to settings form Oversteer Racing: fixed a bug that meant that reversing in gravel was faster than driving forwards Oversteer Racing: started work on a function to calculate pit stop time based on what the player requests (i.e. if damage is fixed, whether tyres are changed and how much fuel is required) RF1: drafted a blog post on rule changes for the new... Read on

SunUp #17-03

This week I’ve: Oversteer Racing: worked on the settings form Oversteer Racing: created a settings manager to control the settings throughout the game Oversteer Racing: linked the settings manager with the test race so we can double-check the effect of the player settings RF1: reviewed the work needed to better handle cancelled races Misc: started researching the best setup to replace my current EC2 backup setup (I’m still intending to keep it in EC2 though) Read on

SunUp #16-40

This week I: Oversteer Racing: fixed the particle issue introduced when upgrading to Unity 5.4.1 (seems like I was working around a bug in 5.3 that was fixed in 5.4.1, so then my workaround stopped) Oversteer Racing: now using the SpriteLamp shader and a normal map to dynamically light the car sprite Oversteer Racing: started work on the damage model for the car Web: updated RF1 to Django 1.8.15 Read on

SunUp #16-20

This week I’ve: RF1: fixed a minor issue to set ordering of drivers by team not by id (fixes an issue caused by driver moves) Oversteer Racing: Started work on announcement text Oversteer Racing: Created new car textures Oversteer Racing: Further work on particles for smoke and dust Misc: Play tested EVA Spacewalk Emergency VR Read on

SunUp #16-19

This week I’ve: RF1: Upgraded Django to 1.8.13 Oversteer Racing: Reduced the update rate of the UI Oversteer Racing: Updates to change car performance based on tyre grip Oversteer Racing: Started work on particles for smoke and dust Oversteer Racing: Initial work on car engine failures Web: Technical work to help launch the website for my wife’s company Read on

SunUp #16-10

This week I’ve: RF1: fixed a typo and a couple of minor design issues RF1: launched the 2016 competition RF1: upgraded to Django 1.8.10 RF1: Updated the function to count the possibe team permutations to also report on the number of teams containing both top drivers and top teams RF1: Minor styling update Oversteer Racing: Added data for fuel and tyre grip to the temporary UI Oversteer Racing: Removed some magic numbers Oversteer Racing: increased... Read on

SunUp #16-09

This week I’ve: RF1: Updated the site to use more HTML5 elements RF1: Bought an SSL certificate and moved the site to https RF1: Created a responsive design to allow the site to work better on mobiles and tablets RF1: Updated some database fields that are deprecated in Django 1.9 RF1: Removed references and functionality for reactivating old (pre 2012) accounts Read on

SunUp #16-06

This week I’ve: Web: Launched the landing page for my wife’s new company RF1: Upgraded RF1 to Django 1.8.9 Web: Moved some of my sites to use SSL (including this one) Oversteer Racing: Did a bit of house keeping on the Pivotal Tracker board for Oversteer Racing Oversteer Racing: Initial work on the fuel system Oversteer Racing: Initial work on track limits Oversteer Racing: Added messaging and callback system to help track cars Read on

SunUp #15-45

This week I… Updated the Glossary to use CakePHP 2.7.5 Updated RF1 to use Django 1.8.6 Oversteer: Tidied up a bit of code in Oversteer Updated Oversteer to allow us to easily toggle between the PS3 controller and the virtual joystick Tagged test scenery objects Stopped constraining the virtual joystick in a circle as this stops us being able to set full throttle and full turn Lots of tweaks to acceleration and deceleration rates Read on

SunUp #15-20

This week I… Created some new promotional screenshots for Bubblision Released v1.11 of Bubblision (this feature release allows players to skip a bubble by swiping) Added caching to the Mucky Creature web site Carried on working on the RF1 link changes Began work on the first Annual Return for my company Updated the blog with all the SunUps I’d missed 😉 Read on

SunUp #15-17

This week I…  Released an alpha version of Bubblision (v1.1) – the main change is that it has added game functionality allowing players to skip the current player bubble colour. I think it makes the game more fun but I’m worried it’ll make it too easy. More work on the responsive redesign for the shop – almost done now! Upgraded RF1 to use Django 1.8 Began work on changes to RF1 to use the URL... Read on

SunUp #15-08

I’m really pleased to announce that Bubblision is now available on SlideMe: http://slideme.org/application/bubblision Up until now Bubblision has only been on Google Play but over the next few weeks I hope to add Bubblision to some of the other app stores. I also tried to register as a seller on Samsung Galaxy Apps but their site is currently rejecting signups. Bizarrely they set somewhat draconian restrictions on passwords… 6-15 alphanumeric characters but their site currently... Read on

SunUp #15-07

Another busy week but I did manage to: Upgrade the shop to ZenCart 1.5.4 Upgrade the test version of RF1 to Django 1.7.4 Upgrade the Glossary to CakePHP 2.6.1 Reconstructed info for all the blog posts I’ve not done for the last couple of months… the record is now complete 😉 Analyse some stats for Bubblision Read on

SunUp #15-03

The start of the year has been pretty busy and so I’m not expecting to be able to work on many other projects for a bit. However, this week I: Migrated the Glossary to CakePHP 2.6.0 Upgrade RF1 to Django 1.6.10 Set my goals for 2015 Read on

Bubblision – Sprint 30 complete & SunUp #14-47

I started implementing some of the feedback from the alpha testers during this sprint. I’ve not reached the point where I can release a third alpha yet but that’s the main aim for the next sprint. Some tasks completed during this sprint: Moved the GUI for identifying the player bubble below the release point Moved the score text around to improve the look of the game screen Updated Google Play Game Services Started work on... Read on

SunUp #14-42

I didn’t get much time to work on Bubblision this week. However, I did: Do a test upgrade to Django 1.6.8 for RF1 Start work on migrating the AES Glossary from CakePHP to Django I’ve decided that there doesn’t seem to be a good reason to carry on using CakePHP for the AES Glossary so I’m planning on migrating this to Django. I’ve some other projects for the AES site and I just can’t face... Read on

Bubblision – Sprint 24 complete & SunUp #14-35

Some tasks completed during this sprint: Finished the save/load game functionality Game is saved automatically on pause and on exit When opting to play a game you now get a choice or load a saved game or start again Added a setting screen (moved sound and accessibility settings to it) Added code to improve the accessibility of the game Updated RF1 to support double points at the end of the season (also added an integration... Read on

SunUp #14-23

Some of the things I did this week: Finally got the forms for the business bank account from NatWest. Having done the initial sign-up online it’s pretty frustrating to wait two working days for a phone call then three more working days for them to email you forms to print out, complete and post back to them. It’s also the first form I think I’ve ever had to complete that switches back and forth between... Read on

Bubblision – Sprint 16 complete & SunUp #14-20

A few other things have conspired to take up my free time recently so I barely accomplished anything on Bubblision during this sprint: Updated GameAnalytics to version 0.6.2 Updated EveryPlay to version 1.8.0.1 Did some play testing A few other things I did: Upgraded RF1 to Django 1.6.5 Set up a company 🙂 Waiting for a letter from HMRC to register the accounting start date but the company is officially registered and I’ve had the... Read on

SunUp #14-19

Some tasks I’ve completed this week: Upgraded the shop software so it supports PHP 5.4. Helpfully my host produced a zip of the changed files which I could compare with my own changed versions of the files so I could be sure I’d applied the same changes. I’m still stunned that the ZenCart devs haven’t provided an interim release of ZenCart that’s compatible with PHP 5.4. Made some code changes to RF1 so it supports... Read on

Bubblision – Sprint 15 complete & SunUp #14-18

During this sprint I managed to finish a few things on Bubblision: Fixed the jerky motion issue – turned out the problem was my use of FixedUpdate. FixedUpdate updates the display on a fixed time interval which is all well and good except if the FixedUpdate is out of sync with the visual update on the device. If the two are out of sync then the result is jerky motion. The solution is to switch... Read on

SunUp #14-17

Things I’ve done this week (it’s been a busy one): Went to the Bristol Games Hub Unity Meet-up – really interesting talks and demos. Looking forward to more regular meet-ups. Went to the Bristol Games Hub and Full Indie UK showcase evening – some great games on show. I enjoyed the evening but left feeling a bit demoralised as the games in the showcase were all a lot better than Bubblision. I’d like to be... Read on

SunUp #14-15

Things I’ve done:- Made some changes to how country leagues are displayed in RealityF1 Improved the handling of old but returning players in RealityF1</ul Read on

Bubblision – Sprint 13 complete & SunUp #14-14

I think it’s fair to say that this sprint has been a bit of a disaster in terms of working on Bubblision. I was away for a week and, prior to that, had a number of other projects vying for my attention. As a result I did next to nothing on Bubblision. The few tasks I did do: Updated the Unity Test Tools plugin to the latest version Read some tutorials on Integration testing in... Read on

SunUp #14-13

As predicted I’ve not done anything on Bubblision over the last week. I have done a few other things though: Tweaked some of my backups on Amazon EC2 I’ve made some minor updates to RealityF1 Worked on the Back Link profile for one of my sites Read on

SunUp #14-11

It’s been an interesting week and I’ve been working on a wide range of things: I’ve moved more of my backups to Amazon EC2 I also wrote some notes on how to set this up so it’s less of a chore next time 😉 I upgraded the Glossary so it’s now using CakePHP 2.4.6 I’ve made some minor updates to RealityF1 and done the scores for the first race of the season I’ve also done... Read on

Bubblision – Sprint 11 complete & SunUp #14-10

As predicted I didn’t have much time to work on Bubblision during this sprint. I did manage to: Review some of the ad networks (I’m currently thinking of using Google’s AdMob) Work on the final game screen Add the current high score to the main game screen A few other things I did: Added a couple of new awards to Reality F1 Did some work on the Glossary as I found a bug when working... Read on

SunUp #14-09

As expected I spent all of last week working on my fantasy F1 game and launching it for the new season. I’ve had about 100 sign ups in three days which is pretty good. I hope to get a bit more done on Bubblision next week but am committed to doing a few other things on some of the evenings so time will be short. Read on

Bubblision – Sprint 10 complete & SunUp #14-08

As expected, I didn’t have a huge amount of time to spend on Bubblision during this sprint. Tasks completed this sprint: Sorted out the scaling for different screen resolutions Removed the old code for adjusting camera size on the menu screens Created/improved GUIs and screens Home screen Help screen Credits screen Game screen – addition of logo and score etc Added functionality to toggle the sound on and off SunUp #14-08 Spent most of my... Read on

SunUp #14-07

This has been a pretty hectic week and I’ve not got much done on Bubblision. The two tasks I’ve completed are: Upgraded GameAnalytics to 0.5.9 Installed Unity Test Tools The main reason I’ve not got much done is that I’ve been working hard on RF1. The new F1 season is rapidly approaching and it’s the second pre-season test this coming week. I hope to launch the competition after that test and there are a number... Read on

Bubblision – Sprint 8 complete & SunUp #14-04

After a slow start I managed to get a few things done during this sprint. I’ve still been unable to fix the duplicate player bubble issue and this will have to roll over to the next sprint. I’ve a few things left to try, including a rewrite of the code, as a lot of the other things I’ve tried haven’t worked. To date I’ve tried making the player bubble a singleton, trying to detect and... Read on

SunUp #10

The last week I completed the following tasks on Bubblision: Add sound for NPC bubble collisions Add sound for player bubble burst Add sound for NPC bubble burst Add sound for collision between player and NPC bubble Slow down NPC bubbles if colour matches colliding player Regular readers might realise that the above represents all the tasks for sprint 5… so next week I’ll be working on the next tasks in the list. Other things... Read on

Bubblision – Sprint 4 complete & SunUp #9

Wow, these sprints are rattling along! It’s the end of Sprint 4 already and I completed all the stories. Towards the end of the sprint I came across a rather frustrating issue with the collisions in the game but this turned out to be something I’d overlooked and easy to fix… albeit after spending a couple of hours researching Unity’s collision detection and reviewing all my code. I’ll write a blog post about that separately... Read on

SunUp #8

The last week has been pretty busy at home but I still managed to get a reasonable amount done on Bubblision: Player bubble burst particles Player bubble burst and reinstate Instantiate NPC bubbles at run time Detect touch position based on game area and not pixel dimensions Did a test Android build and checked tap detection Other things I did: It’s the end of the F1 season so I did a number of things to... Read on

SunUp #6

For a variety of reasons I’ve not had as much time to devote to my game project as I’d hoped this week. As a result I’m a bit behind where I’d like to be in terms of the current sprint. That said, I still managed to complete a couple of tasks: The non-player bubbles now burst (albeit the particles still needing a lot of work) and are removed from the game area if they reach... Read on