{"id":643,"date":"2011-11-07T12:32:59","date_gmt":"2011-11-07T11:32:59","guid":{"rendered":"http:\/\/shadowcovenant.com\/blog\/2011\/11\/07\/something-fonty\/"},"modified":"2011-11-07T12:32:59","modified_gmt":"2011-11-07T11:32:59","slug":"something-fonty","status":"publish","type":"post","link":"http:\/\/shadowcovenant.com\/blog\/2011\/11\/07\/something-fonty\/","title":{"rendered":"Something fonty&hellip;"},"content":{"rendered":"<p><a href=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2011\/11\/option_menu.jpg\"><img loading=\"lazy\" decoding=\"async\" style=\"background-image: none; border-bottom: 0px; border-left: 0px; padding-left: 0px; padding-right: 0px; display: inline; border-top: 0px; border-right: 0px; padding-top: 0px\" title=\"option_menu\" border=\"0\" alt=\"option_menu\" src=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2011\/11\/option_menu_thumb.jpg\" width=\"458\" height=\"369\" \/><\/a><\/p>\n<p>Didn\u2019t have much time lately to do any real work on my games, but managed to finally fix the text system on \u201cSomething Fishy\u201d. It got screwed up some point in the near past, with the upgrade to the font system (that allowed for variable spacing between characters, etc).<\/p>\n<p>I managed to patch it up, which made me have to rebuild the main font for the game, and in. the process I found a bunch of small bugs in Something Fishy that I took the opportunity to solve.<\/p>\n<p>So, finally I have a working build of Something Fishy for the PC (although the \u201cKids\u201d and \u201cEasy\u201d difficulty levels need some tweaking).<\/p>\n<p>Now I can think seriously on porting the game for tablets and (hopefully) for Linux and Mac. This will make me have to solve some small issues, namely the sound engine, vibration and interface issues.<\/p>\n<p align=\"justify\">The sound engine is just a straight implementation issue. The current port of my sound system on Marmalade only supports fixed bitrate RAW sounds. To really be able to port this game, I\u2019ll need to add at least a WAV loader (and maybe an MP3\/Ogg streaming system).<\/p>\n<p align=\"justify\">The interface is much more complicated. Currently, Something Fishy works with the mouse controlling the hook in which a worm of a specific color is caught<\/p>\n<p><a href=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2011\/11\/ocean_level.jpg\"><img loading=\"lazy\" decoding=\"async\" style=\"background-image: none; border-bottom: 0px; border-left: 0px; padding-left: 0px; padding-right: 0px; display: inline; border-top: 0px; border-right: 0px; padding-top: 0px\" title=\"ocean_level\" border=\"0\" alt=\"ocean_level\" src=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2011\/11\/ocean_level_thumb.jpg\" width=\"453\" height=\"344\" \/><\/a><\/p>\n<p align=\"justify\">This obviously doesn\u2019t work on an iPad, since we don\u2019t have a cursor\u2026 So, we currently have a \u201cpoint and click\u201d mechanic, and that has to be translated into a working \u201ctap\u201d mechanic, which changed the game overall (not dramatically, I think). <\/p>\n<p align=\"justify\">My current idea is to replace the fishing pole for an \u201cattractor ray gun\u201d. The player taps the screen in a specific position and a beam will grab the fish at the target position. The color of the sparks in the gun\u2019s muzzle indicates the necessary color. Players have to grab the fish in succession (from smallest to largest), and the first two sizes serve to power the gun, so it can grab the larger one, which Ernest actually uses as food. <\/p>\n<p align=\"justify\">This will require some new art (and my artist is still on leave), some new testing (difficulty levels will need to be adjusted), so it might be a good idea to start porting to Mac\/Linux first (in which we can use the mouse).<\/p>\n<p align=\"justify\">Work is not something that\u2019s actually missing in my small hobbies, so I\u2019ll probably do a detour I\u2019ve been planning for sometime, converting the shader system on Spellbook to use the new XML format, and add a live-link option (changing a shader on the file makes the change visible on the game instantly).<\/p>\n<div id=\"tweetbutton643\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F11%2F07%2Fsomething-fonty%2F&amp;text=Something%20fonty%26hellip%3B&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F11%2F07%2Fsomething-fonty%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"excerpt":{"rendered":"<p>Didn\u2019t have much time lately to do any real work on my games, but managed to finally fix the text system on \u201cSomething Fishy\u201d. It got screwed up some point in the near past, with the upgrade to the font system (that allowed for variable spacing between characters, etc). I managed to patch it up, [&hellip;]<\/p>\n<div id=\"tweetbutton643\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F11%2F07%2Fsomething-fonty%2F&amp;text=Something%20fonty%26hellip%3B&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F11%2F07%2Fsomething-fonty%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[23,6],"tags":[78,77,76],"class_list":["post-643","post","type-post","status-publish","format-standard","hentry","category-development","category-games","tag-editor","tag-fonts","tag-something-fishy"],"_links":{"self":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/643","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/comments?post=643"}],"version-history":[{"count":0,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/643\/revisions"}],"wp:attachment":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/media?parent=643"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/categories?post=643"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/tags?post=643"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}