Notacon 8

I’ve received word of when my talk at Notacon 8 will be: Friday, April 15 @ 4:00PM-5:00PM in the Edison I conference room.

Schedule is subject to change, I’m sure, but if it does change I’ll post an update.

These are the cards I'll be handing out at the event

Notacon 8

I will be attending Notacon 8 this year as a speaker! My talk will be entitled “How I (FINALLY) made my first videogame.”

If you’re interested in attending Notacon, be sure to register through their web site.

AI_targeting debrief

First, who would have thought that one small component of AI behavior for my game would have taken so long to get working?

I was on a good roll, making steady progress on my project for most of December. Then the holidays hit and I couldn’t work on the project as much as I wanted. I had also just started to run into some stuff that was a little tricky (not that it was really hard, just that it was new to me) around this time, so the lack of putting time into it also made me feel nervous that I’d get stuck. There’s no way I’m ever giving up this project until I complete it, and that’s that, but I’ve run into problems in the past with projects where I get stuck, don’t know where to turn, and it sucks a lot. Oftentimes that puts the entire project at risk. But this is a project that I’ll never accept failure on — I’m working on an idea I had 30 years ago, and if it’s been in my head that long, and not gone away, it never will.

So, into January, I had less time than I hoped to get back into the project. When I did, I wanted to make the time productive, so I tended to pick things that I knew I could do, and that needed doing, but not necessarily the thing I’d gotten stuck on. That’s OK, but normally when you see something is going to be hard for you to figure out, you should wade into it and tackle the problem. I didn’t do this with myself, so much as I tried an idea a little bit, and when it didn’t do what I was expecting, I put it aside again and worked on something where I had more traction. I had a fatalistic sense of “When I am ready for this to make sense to me, it will.”

Also, during a lot of this time I was spending a lot of my project time on reading documentation, not coding. It was a struggle to make sense of what I was reading. My mind kept tripping up on something that didn’t make sense to me, and which in the end turned out to be inaccurate (unless I *still* misunderstand something, but I don’t think so). So that wasn’t too helpful.

In the reading that I did, I discovered a lot of things that merited further reading, and had to trace down a lot of avenues that potentially could have led to my solution, but didn’t. This wasn’t wasted time, though, because a lot of that stuff may end up becoming useful later, and having a clue that it’s out there is going to be helpful down the road.

Ultimately, I was able to prevail over my problem, get un-stuck, and deliver a working proof of concept. I need to do some further work to turn this proof of concept into an extension that I can import into any future Game Maker project that I work on, and from there I still need to bring it into my game project. But that’s all academic, and I have no doubt that I will get it done, and so I’m able to confidently declare victory at this point.

My initial attempts to implement the solution I was after focused on doing it directly in the current game project. I’ll call that a mistake now. For one, the existing game already has a lot of stuff in it, and the complexity of it makes it difficult to see (or think about) any new problems clearly. I had several false starts which ended up failing, trying this way.

Eventually, I got to the point where I recognized that what I needed to be able to solve the problem was simplicity. So to get that, I started a new project, and threw into it just enough bare bones to provide me with the building blocks I needed to test out the AI code that I was trying to figure out how to write.

So I did that. Twice. The first time was almost right, the second time was right, at least so far as it went, and I’d figured out enough to know that what I’d built there would work for what I need, but I need to do the rest of it back in the main project. The first attempt help me to figure out what I was doing wrong, or rather, what I needed to do.

So, that exercise was very beneficial. The second attempt only took me about 5-6 hours of hacking away at it to get it to work, which is about par for every other feature that I’ve committed in the project so far. So the fact that it took a few weeks of thinking, procrastinating, reading, and trying various things doesn’t worry me so much. I know the next time I get stuck with a problem like this, I’ll get to the solution that much sooner because I can take this general approach to it.

What was the most useful for me in solving this was the stuff I built into the project to provide me with feedback so I had something to diagnose. I strongly recommend building instrumentation and logging capabilities into whatever code you write. Otherwise, you’re only able to see what you can observe from the outside, which often ain’t much, and is apt to be very confusing when the application is behaving in some bizarre, unexpected way that you can’t figure out based on what you thought your instructions were saying to the compiler or interpreter.

2D Targeting for AI in Game Maker 8

After several weeks of effort, I have finally nailed an effective set of 2D targeting scripts for AI in Game Maker 8.

The story for this is worth telling sometime, but for now I’ll just be posting a video demo:

Source .gmk is available on Releases.

I’ll be refactoring this into a Game Maker Extension (.gex) soon as well, which will also be available along with full source.

4 quick GML coding tips

When writing scripts in Game Maker Language projects, I have come to realize a couple things that I want to share for anyone else who might be working on GML projects:

GML parsing is a bit loose. This makes the language fault tolerant, which is nice for newbie programmers who don’t need to get beaten up for not following strict syntax. But by enabling you to get away with imprecise syntax, it lets you get in to trouble that isn’t easy to detect.

Strict syntax is your friend, if you have it as an option in the language you’re using, I recommend following it as soon as you’re comfortable. Strive to get comfortable as quickly as possible. Unfortunately, GML does not have a strict mode…so I have the following tips to offer:

  1. Scripts (sometimes referred to as “programs” in the official Game Maker documentation) are supposed to begin and end with curly braces. The interpreter is forgiving if you don’t do this. But you should always do it.
  2. GML terminates statements with a semi-colon. The semi-colon is semi-optional, but I recommend using them wherever you intend a line of code to end, so that the interpreter doesn’t have to do extra work guessing that for you. Doing so will make it look like you know Pascal, C, or Java more than you know VB, which is enough reason to do it;) (Usually a statement is more or less the same thing as a line of code in your script file, but some structures may incorporate blocks of code, such as loops or branches.)
  3. Strings in GML can include line break characters (there’s no escaping with \n or using a character code like CRLF, like there is in most languages), so if you want to have a string with a line break in it, you simply hit the enter key and put a literal line break in your string. The interpreter handles this OK since the string is bounded by double or single quotes, but it’s still a weird thing about the language that they don’t really explain adequately in the documentation. If you’re not using semi-colons where you intend to end a line, it can get confusing to look at a multi-line string declaration that incorporates the line break as part of the string.
  4. It’s easy to not scope your variables appropriately without realizing it. GML allows global vars, and has two kinds of locality: locality with respect to an instance of an object, and locality with respect to a script. You shouldn’t use globals unless you really need to; according to the language doc they are slower to access than local variables. I haven’t noticed any difference that I can measure, but I’m sure that it is something that adds up, and at any rate proper scoping is a good habit to get into.When I refactored my project to pull drag-n-drop code out and replace it with scripts that were more re-usable, this caused some of my instance variables to turn into script variables. I had to go back and turn them into instance variables once I discovered that this had happened, and caused some issues with the way the code was executed by the interpreter.If you’re using variables in a script that were not declared in the object somewhere (normally the best place for this is in the object’s create() event), and you are declaring the variable in the script, but you want to make it an instance-local variable, you can do so. The code to do this is:

    obj_MyObject.MyLocalInstanceVar

    That dot between obj_MyObject and MyLocalInstanceVar is actually an operator. Knowing this is nifty, but I am not prepared to expound on why just yet.

Keep reading the language specification doc! Every time I go back to it and read, I pick up something I didn’t know, or refine something I thought I knew. One of the really nice things about GML is that it’s a small enough language that you can pick it up and do things with the basic features right away, without needing or being overwhelmed by all the other stuff that you’ll discover as you continue to progress as a developer. And there are enough built-in features in GML that you don’t have to spend a lot of time figuring out how to build sophisticated stuff out of primitives all by yourself.

The more I work in GML, the more respect and appreciation I gain for it. It is not the purest language, nor is it the most powerful, nor is the development environment as rich and sophisticated as a “serious” IDE like Visual Studio or Eclipse, but it is extremely accessible for a non-programmer to pick up and start working with and being effective quickly.

Refactor often

If you dread or fear refactoring, it’s because your code is a big ugly mess.

If your code is a big ugly mess, it’s because you didn’t refactor soon enough or often enough.

To make your code not be a big ugly mess, you need to refactor it.

So, refactor every time you see the opportunity. Keep the code lean and pretty. Then refactoring stays simple and easy and doesn’t take long or hurt.

I say do this even if you feel mounting deadline pressure. In the long run, the gains in maintainability will far outweigh perceived slowdown of productivity. Working on maintainable code is far more productive than working on unmaintainable code.

Don’t ship messy code. Messy code hides many flaws. Flaws that you’ll need to fix sooner or later anyway. When you fix a mess, it’s a lot more work than fixing something that’s clean.

Yummy GameMaker Goodness…

Good technical documentation is a beautiful, beautiful thing. Almost as good as bug-free code.

Ultimate DdD to GML Converter

It occurred to me recently that my Actions could be easier to understand and debug if I refactored to convert as much of it from Drag-and-Drop actions into GML scripts. It’s a LOT easier to understand a script call to “Player_Eats_Fish” than it is to read a dozen or more DnD actions that do “Player Eats Fish” and figure out what they’re doing. Plus, you can call the scripts elsewhere if you need to.

So I started doing this, and realized that there were certain things that I didn’t know how to do. Reading the language reference in the GameMaker Help helped, but at times I still got confused… Then I googled and found this. UDnD2GML does a nice job of converting Drag and Drop actions into valid and correct GML. It’s actually written in GameMaker, too; that’s right, it’s a GameMaker project that converts GameMaker drag-n-drop actions into GML. Very slick! When you need to work out a bit of tricky syntax, or are dealing with some function you don’t use a whole lot, it’s indespensible.

Drag and Drop Icons and Their GML Equivalents for Version 7.0

Basically the same thing, only a big hypertext reference document. I liked it so much, I printed it to PDF format and am keeping it with my other GameMaker docs. Although this is for GML7, there doesn’t seem to be a whole lot that has changed in GML8. Could be a bit clearer in places, and incomplete in some regards (I had to use UDND2GML to figure out how to apply instance_destroy() to other; this document was silent on that point.)

Official GameMaker 8 Help File as a PDF

Not hard to find by any means, but if you don’t have it, it’s the best place to start. A lot nicer than searching through the Help Menu index.

Boobie Teeth 0.17, CBNA SmartLight, and Google Translation

I’ve spent the last few days getting back into the Boobie Teeth project, trying to figure out how to do a couple things that have had me stuck for longer than I’d care to admit. I’m far from giving up, but I have come to the conclusion that hacking away at the problem isn’t going to be as fruitful as reading up on the problem.

At any rate, here’s a video of what I managed to pack in to today’s release, 0.17:

The major accomplishment for this release was the addition of a transparent gradient in the foreground, which enhances the background gradient that gives the illusion of diminishing sunlight at depth. For now this is just a cosmetic feature, although I already have ideas for tying it into the gameplay.

The other thing I worked with in this release, but dropped for now, is to implement some basic AI. I want the fish to get hungry and start chasing down prey. This is a lot harder than I thought it would be, owing to limitations of GameMaker’s instance handling. My usual approach of coding a little bit and seeing what I get, then coding a bit more once I’m sure what I already have done is working hasn’t gotten me very far. I’ll be researching and studying until I figure out an approach that works.

While researching, I came across a beautiful video of some lighting effects done in GameMaker which blow my simple foreground gradient away completely:

I noticed of course that the video appeared to come from French-speaking authors, but that didn’t dissuade me from tracking down the package that enables these effects and downloading it.

Let me just take a moment to say that I am absolutely amazed by the quality of google’s translation service from French to English. Seriously, click this link and you’d hardly even know that you’re on a French site. This impresses me even more than the lighting effects. If you happen to spot a mistake in translation you can hover over text and see the original, and provide feedback to google directly through the site that they’re translating for you. The translation is extremely fast, almost real-time, too.

It’s going to take me some time to work my way through the examples and tutorials and translating the documentation, but if I can get this SmartLight to work with my game project, it’s going to be well worth it, and make the game look way better than I had originally planned. I really want to get some AI going in my game though, so it’ll probably be a while before I get into re-doing the lighting effects.

Still more reflections from CodeRetreat

I’ve had some decent response to the posts about CodeRetreat. I had some more thoughts come to me in the days following, mostly on pair programming, but no time to write it until now. Here’s a brain dump:

Assert(Two_Heads>1);

This was my first opportunity to try it out, and I instantly liked pair programming. Much of my frustration in trying to learn how to program has come from trying to learn in isolation, getting stuck, and having no one to go to for help. Pairing means you have someone right there who you can talk to, and who can also catch mistakes that you might not have caught until much later.

Be Likeable

I think pairing is a great idea, but with the caveat that it requires you to like your partner. Establishing rapport is critical. I would say that if you are trying to program with someone and have yet to click on a personal level, it might be a good idea to stop trying to program and start trying to connect. Find some way to do this. Play a game that fosters working together with a common goal, like Jenga. If you can’t connect, then it might well be better to not try to pair up, or even not try to program together at all. Divorce is greater than the sum of its parting.

There’s only so much you can do about your partner, but you can do a lot to be likeable. Don’t focus immediately on the problem, but on the partner first. Smile. Be cheerful and enthusiastic. Remember names. Listen. Avoid negativity. Try out your partner’s ideas. When you think something, explain why you think it. When you want to try something, explain why you want to do it and what you hope to accomplish. Then don’t spend a lot more time talking about it — do it. What works becomes a lot more apparent at runtime than any other time, and the quicker you get there the better.

Assert(IsEqual(Life.Spice, Variety));

That’s not to say that you should never pair up with someone who has a very different style from yours. Very often that is precisely the type of person who you should be looking to pair with, because their differences will be the things that you learn from. Still, someone who you can communicate with easily is a must. You’re not going to enjoy learning from seeing a different style if the person demonstrating it is incapable of explaining it in a way that you can understand. Programming style is not the same thing as personality.

If you don’t get along well, or have very different styles, there’s a risk of ego clashes. Frankly, there’s always going to be a risk of ego clashes. Fortunately, this did not come up at CodeRetreat — the people who attended were there because they wanted to be there, which I think makes a huge difference. If your partner isn’t at least pair-curious, if not outright interested, they’re apt not to be a very good partner.

Swing your partner

Much like… uh… square dancing, pairing is even better if you can do it with more people. Try to find more people to pair with. Put on a snazzy shirt, go to bars, wear a lot of jewelry, buy someone a drink, and ask them if they code. See where that leads.

Good pairings are unequal

Intuition suggests the best pairing combinations are unequal. The value two great programmers contribute to a pair is not as great as the value created by pairing a great programmer with an average programmer. The great-great pair may be more productive, but the great-average pair will produce another great programmer in time.

Pairing isn’t just about mentoring and learning, it’s also about collaboration, error catching, and creativity. But mentoring and learning is a hugely valuable part of it — in most cases, probably more valuable than the resulting product.

Dance like no one’s watching, Code like your repository is /dev/null

Being willing to give things a try is a huge factor to pair success. I think what made CodeRetreat so easygoing was that it was deliberately structured to be coding without consequences. We threw out what we’d written at the end of each session, so there was no goal of getting it done, no stake in one person’s approach “winning”.

In the real world, there are consequences. But if you can, try to structure the project workflow in such a way that you can code as though there were no consequences. Be willing to take risks and experiment. Don’t just stick with what you know; grow.

If the established code base is getting in the way of this, don’t be afraid to cut it. From working on numerous development projects over the past five years, I’ve learned that the actual coding takes hardly any time at all, relative to the rest of the project. Requirements gathering, design, and testing all take considerably more time in my shop. Therefore, starting over rewriting code should not be intimidating.

In fact, going back over 20 years, to the bad old days when operating systems didn’t have protected memory and applications didn’t have automatic data recovery, in every instance I can think of when I was writing something and lost it, whether it was prose or code, the re-write was always faster and the results better. So don’t be afraid to take a clean-slate approach at times.

Start over

If CodeRetreat had taught me only one thing, it would have been that it’s not just OK to start over sometimes, sometimes it’s quite helpful. Too often, though, we attach value to code that has already been written and are reluctant to throw it out. Even if it was written as a short term stopgap, if it basically works no one wants to let you throw it out. “Reusable” code is something of a mantra in a lot of shops, as well it should — rewriting the same thing over and over again sucks. But if it wasn’t the right code to begin with, reusing code is about as appealing as reusing toilet paper. Before you try to re-use code, be sure that it is in fact re-usable.

Addendum to Things I learned at CodeRetreat

The most memorable moment for me was in the afternoon, when I spoiled a rant that Mark was about to launch into about a perceived problem he had with TDD “forcing” the programmer to code improperly by requiring them to expose inner members of classes that should properly be kept private.

Instantly, I blurted out, “So write the test method inside your class!” It was kindof a “from the mouth of babes” moment. I barely even thought before the words came out of my mouth. I wasn’t even sure if that was the right answer or not, but I guess it must have been, because the look on Mark’s face was priceless.

There were so many messages in that look: 1) that I was right with my guess; 2) that Mark had been stuck on this mental error for some time; 3) that it might’ve humbled him a little bit that he hadn’t seen it before.

I don’t mean to embarrass him by recounting this — if I thought this would, I’d never be using his real name. It wasn’t that I’d really shown him up — he’s got way more experience than I do, plenty of success under his belt, and he’s someone I like personally as well as look up to. But that was the first moment I felt like I was capable of making a tangible (if relatively tiny) contribution, that it wasn’t just a one-way knowledge transfer from the more experienced programmers at the event to me.

What made it a moment I’ll never forget was that I saw that I wasn’t the only person who gets mentally stuck in my own problems when it comes to programming. If a guy like Mark can still make a mistake like that once in a while, it makes me feel a lot better about doing it too, now and then.

But the bigger lesson is, it totally reinforced the value that we all get from being in the same room, talking to each other, making mistakes in front of each other, and learning from each other what lessons we might. With enough eyes, all bugs become shallow.