Archive of posts with the category 'SunUps'


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 – #20-27

This week I:- AES – did a small bit of work on the Jekyll site Misc – improved some of the functionality related to automated backups Misc – worked on a solar powered watering system in my greenhouse Read on

SunUp – #20-19

Another busy week but I have spent some time working on converting one of my sites to use Jekyll. This mainly included updating the work-in-progress site with the latest changes from the live site. I also created a list of tasks to be completed and checked the most recent changes into git. 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 – #20-01

First SunUp of 2020 and I’ve not got much to show for it… I have made some progress with the custom plugin I’m writing for Jekyll. I have found that the issue that’s been blocking progress for a few weeks is related to the Jekyll cache. Hopefully this will now allow me to make progress again. Read on

SunUp – #19-52

It’s been Christmas so I’ve not done anything 😉 Although I have now realised that I’ve mis-titled several of these blog posts during the year so the numbering is incorrect… so we’ll just skip straight to number 52 and not speak of it again. 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 – #19-17

Another busy week… all I’ve done is:- Misc – further research on finding new web hosts Misc – set up a Vagrant build for developing Jekyll sites Misc – work on converting some of my WordPress sites to Jekyll 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 – #19-02

A busy week but I’ve: Oversteer Racing – wrote the final dev blogs for 2018 (a bit late ;-)) Misc – submitted my company accounts Misc – submitted my company tax return Read on

SunUp – #18-46

This week I’ve:- Oversteer Racing – more work on obstacle avoidance Oversteer Racing – changed rival car behaviour so they take defensive lines if followed closely Misc- went to a local Python meet-up Misc – started work to replace some of the functionality for the AES Misc – started a Code Club at a local Primary school   Read on

SunUp – #18-37

This week I’ve: Oversteer Racing – added code to improve wheel to wheel racing of NPC cars Oversteer Racing – started work on code to allow NPC cars to avoid obstacles Oversteer Racing – started work on code allowing NPC cars to overtake Oversteer Racing – limited the effect of the tow so that a tow only occurs above a certain speed Read on

SunUp – #18-34

First week back after holidays so a tough week catching up with things so I’ve done very little on any of my projects. I hope to get back on the case next week.   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 – #18-19

This week I’ve: Oversteer Racing: completed AI pit strategy code Oversteer Racing: fixed a longstanding issue related to car numbering Oversteer Racing: added way points to the pit lane of the test track to allow AI cars to visit the pits Web: completed a web site move from one host to another and reinstated automatic backups Misc: did some configuration work to move mailboxes for the AES Read on

SunUp – #18-15

This week I’ve: Oversteer Racing: fixed the bug with the lap timing that affected split times and sometimes stated that cars were one lap further behind than they were. Oversteer Racing: the dust particles bug re-appeared but I’m pretty sure I’ve now fixed that for good. Misc: updated to MantisBT 2.13.1 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 – #18-07

This week I’ve:- Oversteer Racing: added extra car sensors to improve the driving of the AI cars and make them more aware of cars near them Oversteer Racing: fixed a bug with the lap counter Oversteer Racing: fixed a bug in the “race director” that meant the player car didn’t always register laps completed Misc: updated MantisBT to 2.11.1 Read on

SunUp – #18-06

This week I’ve:- RF1: a few minor changes following the upgrade to Django 1.11 Oversteer Racing: started work on race strategy for AI cars. Specifically, when the AI cars choose to pit. Oversteer Racing: improved the look of the game by adjusting the graphical settings within Unity. Oversteer Racing: produced a #screenshotsaturday Web: finished uploading details of the AES publications from 2017 Read on

SunUp – #18-04

This week I’ve mostly: Glossary: upgraded to CakePHP 2.10.7 now that this has been released following a fix to the bug I’d identified and then tested the fix for in 2.10.6 Oversteer Racing: I’ve been working on creating a smoother transition when we change the level of drag or rolling resistance on the cars (for example, when getting a ‘tow’ from the car in front or when off the track). I’m quite pleased how this... Read on

SunUp – #17-36

This week I’ve:- Oversteer Racing: changed the colour of the default shadows to better reflect real life Oversteer Racing: adjusted the rate of tyre wear to separate the effects of tyre wear and fuel usage a bit Oversteer Racing: improved the driving of the AI cars to reduce their lap times to within 0.5 – 1s of the player Oversteer Racing: added support for suggested speeds for AI cars Oversteer Racing: started work on code... Read on

SunUp – #17-32

This week has been really busy and I’ve also taken a bit of time off to do some other fun things. I did finish reading “The Curve” (4/5) and started reading “Total Competition“. Read on

SunUp #17-28

This week I’ve:- Oversteer Racing: carried on working on code to handle the end of the race Oversteer Racing: updated the UI to show number of laps in the race Oversteer Racing: fixed an issue that meant lap times only displayed to hundredths of a second and not thousandths 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 #17-07

This week I’ve: Oversteer Racing: adjusted to pit stop menu to account for the fuel still in the car Oversteer Racing: created a circuit metadata object to store data about the track Oversteer Racing: changed tyre grip after pit stop to simulate tyre change Oversteer Racing: refuelled the car during a pit stop based on player selection Oversteer Racing: fixed car damage if requested by the player Oversteer Racing: added some debug code to help... 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 #17-01

There’s lots going on at the moment as it’s the festive period so I’ve not had much time to work on things. That said I did: Oversteer Racing: updated the I2 Localization plug-in Oversteer Racing: added some notes to the wiki to make syncing the Google sheet of translations with the game easier in future Oversteer Racing: did some work on the draft UI Oversteer Racing: added a lot more tasks to Pivotal and set... 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 #16-37

This week I’ve: Oversteer Racing: updated the telemetry scripts to cope with cars going through the pit lane as well as following the track Oversteer Racing: did a bit of research on alternative shaders for lighting the car Oversteer Racing: tried a few new ideas for moving the camera with the intention of fixing some bugs but also making the game look better Read on

SunUp #16-29

This week I’ve: Web: Completed the migration of the AES shop to BluePark Misc: Gave a talk on Continuous Delivery at work Misc: Spent a lot of time revising techie stuff 😉 Read on

SunUp #16-22

This week I’ve: Misc: Started a fairly wide review of hosted online shops Misc: Spent a lot of time reading guidance from the ICO regarding the demise of Safe Harbor 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 #16-17

This week I’ve: Oversteer Racing: Added code to increase tyre wear when the car slides Oversteer Racing: Created an initial implementation of power induced oversteer Oversteer Racing: Updated brake and power oversteer so that these are affected by grip levels Oversteer Racing: Removed some unused scripts 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 #16-08

This week I’ve: Oversteer Racing: Fixed a bug detecting the movement of the car around the circuit Oversteer Racing: Tidied up scripts that are no longer used Oversteer Racing: Added new/temporary UI elements for showing position, lap number, best lap and last lap Oversteer Racing: Moved start/finish line to coincide with track texture Presentation: presented my ‘work to date’ on Oversteer Racing at the local Unity Meetup group Read on

SunUp #16-07

This week I’ve: Oversteer Racing: Created a “race director” to manage telemetry data from cars and to store data related to the racing (best laps/sectors, what cars are on track and so on) Oversteer Racing: Written code to count laps and check cars perform a full lap Oversteer Racing: Added colliders to run-off areas and gravel traps etc Oversteer Racing: Reduced car speed when in gravel and run-offs Oversteer Racing: Added a new track texture... 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 #15-50

Further work on Oversteer 2D. I’m still thinking that 2D physics throughout is now the correct way to proceed. I still need to set up an entirely new BitBucket repo as I don’t want to remove all the work/code from the existing one. I’ll just park the existing repo and start a new one based on my experiments to date. Read on

SunUp #15-47

I’ve been working quite hard on Oversteer this week. For some time I’ve been trying to get the “feel” of the car right and have not only been struggling with the controls but also the physics. Previously I’d assumed that Oversteer would use 2D models but with 3D physics. However, I want to spend some time trying 2D physics instead. In Unity the 2D and 3D physics engines are separate (although the API is quite... 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 #15-33

This week I’ve been doing a lot of reading and research on car physics… and that’s about it 😉 I’ve been reading: Brian Beckman – Physics of Racing Marco Monster – Car physics for games Punyawee Srisuchat – Development of a car physics engine for games Ted Zuvich – Vehicle Dynamics for Racing Games Read on

SunUp #15-32

This week I’ve been working fairly solidly on the car control scripts for Oversteer Racing. At this stage there are three different things I want to try: Moving the car with transform.position and transform.rotation – the downside of this is that it conflicts with the physics engine in Unity. Reading around it seems that, if you want to use physics at all, then it’s best to do everything with physics in Unity. Move the car with... Read on

SunUp #15-30

I’ve been on holiday this week so haven’t had much time to do anything. However, I… Updated the Glossary from CakePHP 2.6.3 to 2.7.1. This resulted in a few minor changes to remove some deprecated code but seemed fairly painless (so far). Read on

SunUp #15-29

I’ve not managed to find much time to do anything except work this week. This is mainly because I’m on holiday from work next week and so have a few things I want to finish off before then. I did do a little bit of planning for my new game but that was it. Read on

SunUp #15-27

This week I… Did some 3D modelling for my new game.  I’ve created a pretty quick 3D model for a generic racing car in Blender and it seemed to work out OK… or at least sufficient for my needs (especially as I’ve not used Blender before) Created some normal maps for the 2D models. Tested out the normal maps. Tried generating normal maps from the 3D model. Read on

SunUp #15-24

This week I… Upgraded Bubblision to be a Unity 5 project, this included: New version of EchoLogin Core Framework, GameAnalytics, UnityTestTools I had to change some code to work with the new GameAnalytics Unity SDK only to then find it won’t work with Android until later this month Fixed some display issues Fixed some new bugs to prevent code trying to destroy objects that had been destroyed I had to change the mesh renderer on power-ups as... 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 #15-14

I don’t feel that the last week has been particularly productive. All I’ve done is carry on working my way through retrofitting a responsive design to the shop. It’s still not finished but I am at least making progress. Read on

SunUp #15-13

This week I started work on applying a responsive design to the AES shop. I don’t think the process is going to be easy or fun. The shop software really is pretty old fashioned in its templating and I’m having to fix some underlying problems in the software’s HTML before tackling the changes needed in my templates. Later on in the year I’ll review our use of this shop software. Read on

SunUp #15-10

I’ve not managed to do much this week but I have started work on retrofitting a responsive design to the AES site and Glossary. This is something I’ve wanted to do for a while but Google’s announcement that being mobile-friendly will influence search results has prompted me in to action. 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 #15-04

Another busy week but I did begin working on a shop upgrade to the latest version of ZenCart (which was released on the 31st December). I don’t really enjoy upgrading ZenCart and you know you’re in for a rough time when the documentation states that its upgrade process “isn’t wrong, it’s just different”. 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 32 complete & SunUp #14-51

Released what I hope will be the final alpha of Bubblision before the initial release. Some tasks completed during this sprint: Fixed a number of minor bugs Updated GameAnalytics and Google Play Services Added privacy policy Updated list of play testers Created (and added) a sound for levelling up Some other things I did: Celebrated Christmas 🙂 Started work on the company website Read on

SunUp #14-50

Some tasks completed during this week: Created a draft privacy policy and updated in game links Fixed a bug with scores not being shown correctly on “level up” screen Fixed a bug causing the “Paused” label to be shown when reloading Made sure the matches required text is updated when loading a game Updated GameAnalytics to version 0.6.8 Upgraded Google Play Game Services to version 0.9.11 Added a different shader to the bubbles from CoreFramework... Read on

Bubblision – Sprint 31 complete & SunUp #14-49

The main achievement for this sprint has been releasing a third alpha of Bubblision – this latest alpha introduces the new level system. Some tasks completed during this sprint: Created the level system Changes some of the particle effects Limited power-ups to only showing after level three Record the highest level a player reaches Added a “Paused” message when paused Created a pop-up screen between levels Other tasks: Added a blog post to the company... 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

Bubblision – Sprint 29 complete & SunUp #14-45

Had another reasonable sprint and made good progress, including releasing the first (and second) Alpha of Bubblision. Some tasks completed during this sprint: Reworked the Google Play Game Services screen Tweaked design of “Log out” button Released the first Alpha of the game to my group of testers (12/11/2014) Auto-submit scores on logging in (feedback) Design tweaks to “Play” button (feedback) Refactored the AdMob integration to fix a bug where an ad might appear 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 27 complete & SunUp #14-41

Having had no time to work on the game last week I managed to find some time this week. I’ve also come across a couple of tricky bugs which, having solved, I’ll blog about separately (when I find the time). Some tasks completed during this sprint: Added ads from AdMob to the game Configured test ads for my devices Made some design changes to the various game screens Update: now blogged about one bug: How to:... Read on

SunUp #14-40

It’s fair to say that I’ve not managed to do any work on Bubblision over the last week. I’ve had a number of other things on and it’s just been one of those weeks. Read on

Bubblision – Sprint 26 complete & SunUp #14-39

Well, this is something of a milestone as I’ve now been working on Bubblision for over a year. It’s quite surprising that I’ve been working on this fairly simple game for that length of time but, in reality, my time-sheet shows I’ve put in a total of 150 hrs (or 12.5 hrs a month) on the game. The truth is that with so many other commitments it’s difficult to find a lot of time to... Read on

SunUp #14-38

To be honest it’s been an absolutely rubbish week and, due to a number of other things, I’ve not really felt like doing much on Bubblision. That said, I did implement a fix for the over-lapping bug and I’m hoping this solves the issue. Basically I’ve had to give up with better ways of improving how we detect collisions (this didn’t appear to be a problem anyway) and have taken a more direct approach to... Read on

SunUp #14-36

Some of the things I did this week: Added trails to NPC bubbles at higher colour streaks Signed up to AdMob Did a Web build of the game so I could show it at the Unity Meet-up tomorrow…. eek Finished reading Theory of Fun for Game Design (3/5) 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 #14-34

Some of the things I did this week: Finished the save and load game functionality Made the behaviour of the last NPC bubble a bit less erratic 😉 Added code to number the NPC bubbles as part of the changes required to improve the accessibility of the game Finished reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto (4/5) Started reading Theory of Fun for Game Design Read on

Bubblision – Sprint 23 complete & SunUp #14-33

Some tasks completed during this sprint: Added some code to try and fix the overlapping NPC bubble bug Added sound for erratic movement of the final bubble Made a good start on adding save game functionality Finished reading Free: How today’s smartest businesses profit by giving something for nothing (4/5) Started reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto Unfortunately I couldn’t make the Unity Meet-up this month (something came up at the... Read on

SunUp #14-32

Some of the things I did this week: Added some code to try and fix the overlapping NPC bubble bug Added sound for erratic movement of the final bubble Finished reading Free: How today’s smartest businesses profit by giving something for nothing (4/5) Started reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto Read on

Bubblision – Sprint 22 complete & SunUp #14-31

Some tasks completed during this sprint: Show players the colour the next player bubble will be Investigated bubble overlapping bug Made the remaining bubble in a single bubble remaining scenario more erratic in its movement Destroy player bubble if a power-up is hit (user feedback) Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on

SunUp #14-30

I’ve been on holiday so the only relevant thing I did this week was: Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on

Bubblision – Sprint 21 complete & SunUp #14-29

Some tasks completed during this sprint: Capped the score multiplier at 16x Updated code so the multiplier is only used on colour matches Registered for a developer account on the Play Store Set up my KeyStore for signing my APKs Uploaded the current APK as an Alpha to the Play Store Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on

SunUp #14-28

Some of the things I did this week: Capped the score multiplier at 16x Updated code so the multiplier is only used on colour matches Registered for a developer account on the Play Store Set up my KeyStore for signing my APKs Uploaded the current APK as an Alpha to the Play Store Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on

Bubblision – Sprint 20 complete & SunUp #14-27

To be honest “the wind has gone out of my sails” this sprint, it’s been really hard to get going again after the staggering delays associated with getting a bank account for the business. Even though this is now sorted out the enforced hiatus means it’s been a bit difficult to find the motivation – it’s strange how external factors can rapidly demotivate you and sap your energy. Some tasks completed during this sprint: Update... Read on

SunUp #14-26

It’s been a bit of quiet week this week as I’ve been largely hamstrung by not having a business bank account. That said, I now have a bank account…. finally! It’s not like anything about the application has been contentious it just seems that the bank is spectaclarly slow. Still, I now have an account and can start signing up with ad networks and so on. Read on

SunUp #14-25

Some of the things I did this week: Finally created some integration tests for Bubblision. I’ve only done two so far but it’s a start. Went along to the monthly Unity meet-up – a talk on editor extensions. Great talk and an excellent night. Did a test upgrade of the Glossary to CakePHP 2.5.2 (from 2.5.1) Prepared test fixtures for the Identifier tool prior to attempting to upgrade it from the CakePHP 1.3.x branch to... 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 17 complete & SunUp #14-22

Some tasks completed during this sprint: Adjusted NPC bubble speed depending on the number of bubbles remaining Redesigned the end game screen Tried redesigned the playing area (still don’t like it) Updated NGUI to 3.6.1 A few other things I did: Went to a UKIE session on tax relief for games development Went to the Bristol Games Hub monthly social – excellent talk on sound and music in games Tried to set up business bank account…... Read on

SunUp #14-21

Had a pretty busy week so only completed a couple of tasks this week: Went to the Unity meet-up and heard a good talk on Shaders Did a bit more research on business banking Created a logo for my company that I’m fairly pleased with… I’m going to review it in a week or so and see if I’m still pleased with it. 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

Bubblision – Sprint 14 complete & SunUp #14-16

During this sprint I managed to start a few things on Bubblision but didn’t finish any major items: Did some play testing Read a tutorial on integrating Google’s game services and specifically AdMob Made some changes to the shaders I use to improve performance Reduced rigidbody radius of the player bubble Spent a lot of time investigating the jerky motion you can sometimes get on game start up. The issue is intermittent and better/worse at... 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

Bubblision – Sprint 12 complete & SunUp #14-12

In the last sprint I completed: Stop new bubbles overlapping Made re-instantiated bubbles faster Stopped the ‘slow down’ power-up being shown when only one bubble remains Cleared power-ups when the last bubble has burst (i.e. end of the game) Tweaked the text colour used in the ‘end game’ screen Read the Unity documentation on testing Play testing A few other things I did: Did some analysis on link profiles and thin content (SEO) for one... 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

SunUp #14-05

I got a few things done this week. Most importantly I think I’ve now resolved the annoying duplicate player bubble bug that I’ve been trying to solve for a few weeks now (further details). This week I’ve finished: Give restored NPC bubbles an increased speed Fix duplicate player bubble bug Code tidy up Investigated how to pause the game 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 #14-03

I’ve still got a fair few things going on so I’ve not got as much done as I’d hoped… Perhaps this will be the trend for the first part of 2014 as the F1 season is just around the corner so I’ll need to start working on RF1. This week I’ve started the following tasks but not completed any: Player bubble collision with power-ups Fix duplicate player bubble bug Other tasks I’ve completed: Updated the... Read on

Bubblision – Sprint 7 complete & SunUp #14-02

I didn’t have as much time to work on my projects as I’d hoped during this sprint. The sprint overlapped with the New Year and also me needing to mark some of my students’ assignments. As a result I probably had only half the time I usually have during a sprint and so I finished fewer tasks. Tasks completed this sprint: Fixed a bug which led to the score increasing if the player bubble burst... Read on

SunUp #14-01

Welcome to the first SunUp of 2014. As you  might expect, it’s been a busy few weeks as we’ve been visiting relatives over the festive season and so I’ve not got as much done as I’d hoped. It was fun though. I’ve decided to change the numbering of the SunUp. As this is an ongoing thing I thought it would be useful to be able to look at the SunUp number and work out what... Read on

Bubblision – Sprint 6 complete & SunUp #13

This sprint was disrupted as the last week coincided with Christmas so I didn’t get to spend as much time on the game as I’d hoped. However, I did complete a reasonable number of tasks although didn’t finish some of the big tasks associated with “power-ups”. Tasks completed this sprint: Decide on power-up types Create icons for power-ups Show score in game screen Populate remaining scenes with GUI etc Game GUI – score Store player... Read on

SunUp #12

Last week I completed the following tasks, it was a pretty good week but (as mentioned when I started this sprint) it’s likely to be cut short due to Christmas etc. Decide on power-up types Create icons for power-ups Show score in game screen Populate remaining scenes with GUI etc Game GUI – score Store player data Add points graphics Game score on final screen Read on

Bubblision – Sprint 5 complete & SunUp #11

Well, Sprint 5 actually went rather well, so well in fact that I completed all the tasks I’d assigned to the sprint and also a few more besides. One of the tasks I hadn’t planned to complete this sprint was implementing analytics on the game. Mobile games track a lot of data about how players use their games (whether the player realises it or not) and this guides a lot of the decisions about how... 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

Bubblision – Sprint 3 complete & SunUp #7

Well, I have to say that I didn’t think I’d complete all the tasks I’d allocated to this sprint. The tasks themselves were a bit tricky and on top of that a combination of people visiting us, the kids having colds and me having to do some unexpected work on another project meant I didn’t have much time to devote to this sprint. That said, I managed to complete the tasks and I’m pleased with... 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

Bubblision – Sprint 2 complete & SunUp #5

It’s the end of Sprint 2 for Bubblision and I’ve completed all the tasks and fixed a few early bugs. One of the major tasks this time was to do the first Android build and seeing the first dev build on my phone (even though it’s not playable) was a big milestone. Set up Pivotal Tracker Adjusted game area NPC bubble collisions Background art work First Android build Stop NPC bubbles getting stuck at the... Read on

SunUp #4

Set up Pivotal Tracker for Bubblision Added all Bubblision stories to Pivotal Tracker and ordered the majority in the Back log “Nice to have” stories added to the Ice box Set release markers for first Beta version and final release Made read-only Pivotal Tracker dashboard for Bubblision publicly accessible: Default view shows the stories in the “current” sprint and the “back log” but you can access the “Done” and “Ice box” lists too The current velocity is... Read on

SunUp #3

Went to Bristol Games Hub and SW Mobile meetup: Talk from Natalie at Press Space PR Talk from Tomas Rawlings of the Games Hub on how to be an Indie games developer Talk from 100% Indie Demo camp Completed Sprint 1 of Bubblision (tasks this week): Movement of NPC bubbles Further changes to 3D assets including adding glows (lights) Created particle system for bubble bursting Wrote a back dated post on my objectives for Bubblision... Read on

SunUp #2

My second SunUp already, I’ve no idea where that week went…. this week I: Carried on working on the sprint #1 tasks for Bubblision. I think, perhaps ambitiously, I’m ahead of schedule. Went to a meeting of the Bristol Unity Group at the Bristol Games Hub. Read a bit more of Casual Revolution Looked at improving some Apache redirects for the Glossary project. Read on

SunUp #1

I was reading a development blog the other day and one nice thing they did was post FriUps (Friday Updates). The FriUps give a quick summary of the things they’d been working on that week. I liked the idea and, as I’m working less conventional days/hours, I thought I’d do SunUps (Sunday Updates… do you see what I did there?). So, this week, I … Started the first Bubblision sprint Got to grips with Git... Read on