Highscore table – NodeJS

After starting the task in class, I have gone on to complete a highscore table that can be used to store anyone’s highscore and retrieve a list of them back. I wrote the server in NodeJS and used a MongoDB to store the data.

Creating the server with Node wasn’t too difficult as we used a thing called Express. That gives you a set up for a server and then you extend on it by having different routes for different pages. The functionality of the highscore table is a little limited due to time restraints, but it works well for a top 10. It allows a creator to store a user’s score, username and date into the database to be retrieved at anytime. When the data is to be retrieved, two parameters are required to be passed. First, the starting point of the rankings. This is so if you want to see maybe rank 10-20, you can ask for them. Secondly, you need to pass the amount of results you want back. That way, if for example you want the top 100, you ask for results starting at 0, and you want 100 results back.

I struggled with the MongoDB stuff as a few things from their website didn’t appear to work. I am certain I must have been using them wrong, because things such as .forEach was not working. However, I found other ways of doing it and after many trial and errors scenarios, I finally managed to get it all working together. The next step was to actually use this data in a different application that wasn’t the server. I decided I would do it in Unity.

Unity has a nice class called WWW built in that allows you to send and receive data from a server. This made it super simple to send data to be stored and ask for it back. I set up a few input boxes and buttons and then hooked them up to be able to send and receive data. I then display it on the screen to demonstrate it works. There were not too many issues with getting it to work in Unity. The largest issue come in how to format the data to send. Before using Unity with the server, I was using Postman to send Post requests. There, the body looked like this:

{“username”:”corey”, “score”:100}

However, I didn’t realise I had to send them separately in unity. So I was sending it as a single object and it was inserting it as one object, which was not desirable. Once I got past that, the other issue I had was sending an integer. As I am using the Greater than and Less than operations to send data back, they need to be ints. But when I sent the data (even as an int), it kept getting converted to a string. To fix this I had to parse the text on the server side. It looks for the score object and parses it to an int.


Dyadic got Greenlit!

Everytime I think about how we have earnt the right to release a game on steam, I get a little excited. Steam is THE place for PC gaming. It’s where my massive library of PC games is stores. It’s a place I check regularly to see what the most current specials are and to play my games. It’s pretty much the place you want to release your game on for PC.

I woke up on Friday the 14th of August to see this email in my inbox: “Congratulations, Dyadic has been Greenlit!”. At first I didn’t believe it. It was 6.30am, I was very tired, and I was very sceptical. I tried reading through the email, then just decided to open steam and check. And behold, it was actually true. I wasn’t half asleep anymore. I was messaging team members about it and we were celebrating. We were excited. We had achieved the Greenlit status.

This whole development cycle has been extremely interesting and different. I always knew there was a lot of work involved in creating a game. I have done so many times. However, I never really looked at it from different angles. Marketing is difficult and time consuming. Writing the devlogs takes time. And there are a load of questions we have to ask ourselves about marketing our game. It’s been hard, and none of us really knew if we were doing it right, but I guess we must have been doing something ok.

Not trying to sound too cliche but I am really thankful for all the support we have received. Being able to work on a games project that would be received by a large market is something I have dreamed of since I was about 12 and I decided I wanted to make games. I really want to put my all into this and hopefully something will come from it.

Green Banana

Green Banana is probably the best 2D game engine in existence if I do say so myself. How did it end up with such a silly name? Simple. I named the engine at 8.30am on a Monday morning before I had had any coffee that day.

The Green Banana Engine (GBE) was created as part of a 40 hour comp where you can make anything called “Make-A-Thing“. My team consisted of Chris Snitzerling (Programmer), Callan Syratt (Programmer), Angelica Zurawski (Artist) and Myself (Programmer). The crazy idea to make an engine in 40hours came from the fact that it doesn’t matter if we succeed or not, as long as we learn, and the fact that we really wanted to challenge ourselves.

The first day was a little chaotic. We had to come up with a game idea to show off the engine and we had to start UML for how the whole engine was going to work. The idea we settled on was a Marshmellow platformer. The Marshmellow would run through the level, collect coins, purchase upgrades, and avoid enemies. Generic, yes, but in the end we were lucky to even get that going.

We spent about half of the first day and half of the second doing UML and planning how everything out fit together. This process was a lot determining what was needed in the engine, and then how we would do it. We stood at a board talking it over for hours on end, and eventually, we can to something that looked like it was going to work (but it totally wasn’t!). I would insert a picture of the Nicely done UML, but I cannot locate it at the moment. Instead, you get scribbles from a board.

IMG_0116 IMG_0117IMG_0118 IMG_0109 IMG_0110 IMG_0111 IMG_0112 IMG_0113 IMG_0114

After all the planning was done, we assigned work and got started. This is our favourite part. We all started writing stuff, committing it to the repo and then we start to realise things are not going to work. So we go back to the board and work out a solution. This happened for 2 days. Eventually we started testing stuff and it was working…mostly. Just don’t run the game for too long ;). Now that we had the systems implemented, it was time to make the game.

We had approximately a day to make the game. Needless to say, during this whole project, we didn’t just work at uni. We continued it at home each night or we stayed back at uni until it closed at like 6.30-7…so we sorta had more than 40hours. But meh, that’s not important. Making the game was a little more teadious than we intended it to be as some of the systems we not developed in ways we would have liked. As we were sorta C++ rookies, we ran into a few issues with syntax, so some things were done in terrible ways.

As we needed to make a level, we ended up making a ingame level editor. If you paused the game, you could press 1 through to 0 or Q through to P to create objects and place them. You could then save the level so it would be the same next time. An issue we had with this were moving enemies. If they were mid movement and we saved their position, they would start in the wrong place next time. So it was back to the board and we fixed it. This wasn’t the most beautiful editor ever, but it functioned. We made final version of the level for the game in the last hour. We were stripped for time.

The art in this game was beautiful. It definitely allowed us to feel better about our work as we had nice artwork to show off in the game. We had a little laugh when we received a walk animation with 90 frames. It was extremely smooth.

Overall, we were very proud of our work. We created an engine and a game all within a week. From planning to coding to showing it off, it was all done. We won some award, we went home happy, and we rested for the next week, getting prepared to go back to uni.




On a side note, here is some UML


Handsome Dragon Games website

I worked on yet another website this trimester. I’m starting to get a name for myself…

At the beginning of this trimester, after deciding what name we were going to use as a team (Handsome Dragon Games), we purchases the domain name and hosting. Then I was in charge of making the website. This task basically fell to me as I was the only one with web experience and we needed it done as soon as possible so we could start promoting ourselves.

At the beginning of each website I develop, I forget how much I hate the whole process. Websites was how I first got started with code and which spiked my interest in making games, but boy do I hate making them nowadays. There is just so much bullshit. I think I have identified why I hate web development, and found ways to make it better.

My main problem is I know PHP. So I made the website with PHP. I just don’t enjoy writing that at all, so it’s miserable. But recently I got involved with Node and I am enjoying that so much more. Next time I am on for making a website, I will use Node instead and see how that goes.

Another problem I have with web development is making a sytle. I planned out the style, created it from scratch with CSS (though I have discovered Less since then and will use that next time to make this a little less painful) and then found out that the colours didn’t work. So we spent about 4 hours as a team just changing the colours and seeing if they work. However, css doesn’t have variables (again, will use Less next time!), so it was super annoying having to change the colours. Sure, you can use Ctrl+F to find the colours, but then you got to edit them everywhere they are used. Eventually, we settled on colours even though no one is truly happy with them. I think the problem is the theme isn’t very good.  What I did was look at a few themes and tried taking the best things and putting them together. I don’t think that worked very well.

Now that I have some experience with Node and Less, i’m once again looking forward to making a website. I really want to see if this makes the process a lot better or there is something else that I am overlooking at the moment that makes me unhappy to make websites.

Dyadic’s Greenlight Debut

It’s finally time… time to put Dyadic on Greenlight. We have all been working extremely hard over the last two weeks to make sure everything is up to scratch to make sure our Greenlight campaign goes well. Admittedly, I have probably put a bit too much time into this over Studio, but this was really important to me and my team so I made that sacrifice.

We have been doing many things outside of making the game to make sure we are ready. Things such as making promotional material (Posters, Business cards and Website), creating the videos needed for the Greenlight page and lots of writing. It has been a really interesting experience as these are things I haven’t really been apart of when making a game. All other projects I have worked on have never come this far, and it’s exciting being in this position.

It’s a little scary thinking that we will be showing off our game and people will be able to leave all sorts of feedback. I’m looking forward to reading all that feedback (negative or positive) and hopefully being able to shape the game that we want to make and that people want to play.

Everything was ready in time and the game was placed on Greenlight successfully. We didn’t miss anything vital, so that’s a good start. Now we need to continue marketing the game and getting lots of people onto that page voting for us. Within the first day we had a massive hit due to all the followers we have acquired through social media and lots of people sharing our page and post about greenlight. It was really motivating scrolling down facebook and seeing how many people actually cared enough about us and our project to share us. Let’s hope this all works out for the best.

OpenGL life

I got stuck into learning how opengl works over the last week. Thankfully, I wasn’t alone on this endeavour. Pat managed to help me a few times when I got confused for stuck. So thanks for that Pat!

I followed along the tutorials on open.gl. I decided to use SDL for creating the window and opengl context and glew to obtain all the function pointers needed for opengl. Unfortunately, I had more trouble setting up SDL and glew than I would like to admit. I downloaded SDL and set up the lib and include folder. I linked them within Visual Studios and I was getting linking errors. After a little looking through the lib folder, I realised I set the additional dependencies to SDL.lib and SDLmain.lib when they actually needed to be SDL2.lib and SDL2main.lib. No biggie, I found the problem fast enough. However, the next problem stumbled me a lot more. I knew I needed to move the dll files into the project directory, but for some reason, it didn’t work like it normally does. Normally I can place the dlls next to the .vcxproj file and Visual Studio will have no issue finding it. However, this time to run it in VS I had to add them to both the Release and Debug folders. I placed these files around everywhere and eventually it worked. Now I know for future reference how to solve this issue and where to put the files.

GLEW was also a bit of an issue. Not as big of an issue, but I still ran into one problem. When I set all this up, the glew website was down for maintenance. Luckily, I already had the files downloaded from when I used them a couple of months ago. So I put all the files needed into the include and lib directors, move the dlls into the Release and Debug folder and set the Dependencies of glew32.lib. However, it was still having issues. I spent a few minutes looking through all my settings and checking the files were in the correct folders and then I remembered I needed to add the dependencies opengl32.lib. Once I added that, it finally built and I had a black window that stayed open for 1 whole second and then closed. Progress was made.

I followed along and I learnt how to make an opengl context, initial glew to get opengl function pointers, and create the Vertex Buffer Object. I even understood a large proportion of how the rendering pipeline works. Then I got to shaders… The tutorial is a little vague here, as they never talk about the most popular ways of writing shaders, and they didn’t really explain you have to parse the shader. I decided I want to have .shader files (because they sound cool) with both the vertex and fragment shader in one. The way I establish where the vertex shader and fragment shader start is with #vert and #frag at the beginning of the shader.

My parser went through a few iterations, starting with it opening the file, looping through it line by line, checking if the line contains #vert or #frag and then adding the lines to the specified shader source. However, this wasn’t really a good way of doing it as it was potentially doing two finds each line of the file. The final iteration is it’s own class that has a shaderId which is just the program GLuint. It loads the whole file into memory then does 2 finds to find the position of #vert and #frag. Once they have been found, the source is created by getting a substring between the opening tag and the next tag (or the end of the file). This way there only needs to be 2 finds instead of a potential of 2 each line. In my shader class I made a large mistake which actually effected the end result not rendering. But more on that a bit further down.

Next I learnt about setting attributes for the shader and uniforms. These were simple enough as I understood the concepts from using shaders within Unity before. This is where I ran into one of the large problems. I was creating the Vertex Array Object but it was crashing everytime. I tried moving the code around and still nothing. It turned out I had to do glewExperimental = true before I initiated glew. It appears that not everything is set up unless you have that line. Once that was done, I thought it was all good, I ran it and … nothing. To be expected. Now I will outline the other issues I had.

In my shader class, for the fragment shader, I forgot to change it glCreateShader(GL_FRAGMENT_SHADER); I left it as GL_VERTEX_SHADER for the fragment. The next issue was a silly one. When I was drawing the rectangle, I wrote the code on the wrong line and it was just outside of the core loop. Oopss. I picked up on that one fast luckily. The last major issue was I forgot to enable the program. I knew I had to do it too because I created functions in the Shader class to enable and disable. I just forgot to call it. Once that was all done, it finally drew a triangle. I was so happy because in totally this took me about 8 hours to write and understand what was going on. I didn’t want to just copy paste code, I wanted to actually understand. And I can say, I understand a lot more than I did before. Obviously it didn’t ALL stick the first time, but continuous use will help with that. I also changed the color uniform to be a random colour each update… so that looks cool. Anyway, here are my precious pictures:


R vs Processing

We have been tasked with showing visual data from a flocking simulation so that someone can tweak variables that affect the way the simulation runs with some insight. Suggestions were things such as spitting out a CSV and making graphs in Excel and Heatmaps. I will be completing Heatmaps, but instead of graphing in Excel, I decided I would look into R and Processing.

After doing a bit of research on both, I found a useful video on how to make a graph in R, so I took that option first. I downloaded and installed R, got myself an IDE (R studio) and started playing around with R. The way you run R in the IDE is different to anything I have done before. It only runs lines that are highlighted, mean you can run a single line in your program or you can highlight it all and run the whole application.

I downloaded a library for R called ggplot2. This library was created to easily plot data from a table. To create the table, I loaded in a CSV. Reading CSVs in R is so simple. They have a function specifically for reading them in, and once you have the table, to get data from a specific cell you just have to write the variable name then the heading or index next: table$heading1.

After creating a bar graph, I ran into my first problem. This was running in the IDE and was only showing one Graph at a time. So I decided to try and export the program to see what it does as a .exe…. however, that isn’t an option (as far as I could tell). All solutions I found said you could write another program to launch your R code as it’s an interpretive language, but you also need R installed on the deployment machine. This was the biggest killer as I plan on running this on Uni Computers where R isn’t installed. There is also the fact that I would never want to ask people to install R just to see some graphs that could have been done (and probably nice looking) in Excel. That leaves Processing.

Before even diving into finding libraries for processing that make graphs, I determined if you could export it as an .exe. And you can! So this is off to a good start. Another really good thing about processing is you don’t need to install it, so it can be ran anywhere. You just need the .exe you download and you are good to go.

After a bit more research through all the libraries, I found once called giCenterUtils. It seemed to do exactly what I wanted, so I pulled the library into processing, and tried it out. I parsed my CSV file and passed all the lifetimes of the prey to a barchart. Then I specified where I wanted it and voila, there is a nice bar graph on my screen. The following picture shows the lifetimes of the prey in a bar graph form then displayed 4 times. That way once I have recorded more data, I will be able to show various plots on the screen.


My plan from here is to add titles to the graphs then have arrows on the sides of the screen so you can go between the graphs, allowing for more than 4 graphs to be shown.