Collider.JAM DR5

Collider.JAM Development Release 5 is out.

The biggest change is in the packaging. There is more flexibility in how modules get discovered and included now.

The most sensible change is the removal of width() and height() functions form the global scope. We already can access screen dimensions with env.widht and env.height. Also, we can use rx(1) and ry(1) “relative to screen” functions. There is no need to pollute the global namespace.

The APIs clean up makes sense while we are on Development Releases. Once Collider.JAM will move to Preview and Production releases, these changes will be much harder to make.

As a rule, if something ends up in the APIs, it’s hard to remove. So we have to be careful with the core functionality. A smaller core results in a better system.

Collider.JAM DR4

Collider.JAM Development Release 4 is out.

It is another important milestone for the game framework development. There is no single big feature, but many small, nevertheless significant, improvements.

You can spawn entities by providing state descriptors now. So, instead of multiple lab.spawn() calls somewhere in setup() just put state descriptors in /lab. Collider will spawn them automatically.

There are custom post-processors for *.js and *.json files. That will simplify work with customized file formats and structures. And although we had custom format processing for ages, it worked only with plain text files. Now there is a simple way to post-process .json and .js objects as well.

The full list is too long for a single post. You can run mixes in sketch mode now, there are changes in how traps work, there are new ways to control mods, there is a new dynamic Z-ordering…

All little things to boost your creativity!

At the moment I’m shooting a series of video tutorials covering the fundamentals of Collider.JAM and JavaScript development. I hope it can be a booster for people trying to get into creative coding.

Collider.JAM DR3

There are many things delivered with Collider.JAM Development Release 3.

The CHANGELOG lists many changes, but they all can be summed up as F1, F2 and the boot.

The F1 key invokes the help system. It significantly extended in DR3, although still needs attention and waits for improvement.

The node inspector navigation (F2) has been refactored, so now you have a better mix exploration experience.

And last, but not least, a new cyber-worm boot loader. Isn’t it look nice?

And one more thing… The develop branch on github is full of changes waiting to be included in DR4. So see you soon!

Collider.JAM DR2

On the last day of February 2020, I pushed Collider.JAM Development Release 2 to GitHub. Then, I dived into game jamming again 🙂

First, it was a 7 Day Roguelike Challenge. A weekly jam to create a roguelike game. The roguelike community has been keeping it since 2005.

The result is Infected Island:

That is already my second game about an island plagued by disease after 300 Hearts for Escape created for Ludum Dare 44.

After 7DRL, my city was quarantined, so I had no option but to join Quarantine Jam. The result is Cyber Sneeze – a programming game about sneezing robots spreading virus infection.

Those jams were an ideal opportunity to test some of the changes included in DR2.

Some of these are fundamental – like totally new dynamic help system, test boxes or hot reload of changed files in debug mode. Try them by installing the latest version from npm repo:

npm install -g collider.jam

And check out updated examples in the readme.

Upcoming Collider.JAM DR2

We are close to Collider.JAM Development Release 2. It takes longer than I initially expected. But I’m confident, we can roll it out until the end of February 2020.

All features are there, only packaging is missing.

The todo list for future releases is immense. However, I would prefer more frequent releases with small changes over long ones like DR1 and DR2.

The main focus of DR3 is going to be documentation, so expect new examples and tutorials. That will bring the simplicity of Collider.JAM to more people.

Collider.JAM DR1 Notes

An invasion needs out-of-this-world technologies to pixelate reality.

Collider.JAM is our latest investment in tools that looks really promising. It tries to capture the essence of game jamming into a game development framework that power-ups your creativity.

I pushed the first public release to npm repo back in September 2019 and the project has changed a lot since then. But I think it is a good idea to leave here the notes on the features available in DR1. That would make a good reference point in the future.

So, here are the core features of the last release:

Collider.JAM Development Release 1
==================================
[!] first public release
[+] core scene structure defined
[+] resources auto-loading
[+] game lifecycle and the main loop
[+] code evaluation in a customized scope
[+] basic libraries including node and math helpers
[+] rudimentary HUD subsystem
[+] dev tools - status info, console, scene explorer
[+] web packaging
[+] desktop packaging

Hold on, DR2 will be much better!

Let Invasion Begin

I’ve been thinking lately – life needs to be modded. Life needs patches.

So this is intended to be an invasion log to account how planet gets pixelated. We will observe in detail all the landing sites, keep score, look into invasion dna and upload telemetry along the way. Wave after wave people are gonna be brainwashed.

Soon, landing sites are going to spread around the globe. And more people will join that pixelated reality.

Remember, people of Earth – ALL YOUR BASE ARE BELONG TO US.