Phil Hassey - game dev blog
Phil Hassey as Rambo
".. I've been there,
I know what it's like,
and I'll do it again if I have to."

Android Day 1: SDK, Eclipse IDE, and device activation

July 20th, 2010

Hey .. So I’m going to TRY and port Galcon to the Android.  There’s no promises yet, but we’re going to do what we can here.  If the port isn’t working in about a week, I’ll be giving up.

Step 1 – Download the SDK:

Download the SDK – http://developer.android.com/sdk/index.html

Using the package manager, I got all the versions of the SDK that are NDK and OpenGLES compatible.  I think we’re talking 1.6+.

Step 2 – Download Eclipse IDE:

Download Eclipse IDE – http://www.eclipse.org/downloads/

I grabbed the Eclipse Classic package since that seemed to be the best guess for doing Java / C / C++ code.  I would have opted not to bother downloading Eclipse, but all the tutorials seem to mention it, and I’ve got to start somewhere.  From what I can tell it’s what everyone uses for development.

Step 3 – Install the Android ADT plugin into Eclipse:

Install the Android ADT plugin into Eclipse:

You do this by first going into Eclipse > Preferences > Install/Update > Available Software Sites > and adding the Android one as specified in Step 1.

Then go to Eclipse > Help (???) > Install new software > Select the android source > check developer tools > next > … finish >

Step 4 – Completing the “Hello World” tutorial:

Complete the hello world tutorial.

http://developer.android.com/resources/tutorials/hello-world.html

I found that booting up the Android VM took ages, so be patient.  Eventually your “Hello World” app will start.  It took at least 2-3 minutes here.

Step 5 – Activating the Droid:

Now that I’ve got an app running in the VM, I want to get it running on my Droid and Nexus One.  Let’s figure out what to do now …

http://www.vogella.de/articles/Android/article.html#deployondevice – has some instructions.

Turn on “USB Debugging” on your device in the settings. Select in the settings Applications > Development, then enable USB debugging. You also need to install the driver for your mobile phone. For details please see Developing on a Device . Please note that the Android version you are developing for must be the installed version on your phone.

(in Eclipse, you can get to this option by clicking the black down arrow next to the big green Run arrow) To select your phone, select the “Run Configurations”, select “Manual” selection and select your device. (The selection of your device doesn’t actually happen until you press Run.)

And, we have lift-off!  I’ve got my first Android app running on my Droid phone!  I must say, activating this device was a delight compared to the Palm experience.  This took a few minutes to google the instructions, but the process itself took me about 30 seconds.  (Palm took all day.)  Unfortunately, I suspect this will be countered by the increased difficulty of actually doing the port.

Step 6 – Activating the Nexus One:

Unboxed the Nexus One and repeated Step 5.  No problems.  Man is development activation of these devices easy.

Tomorrow I’ll be working on getting the NDK up and running and see how far I can get with understanding the mysterious relationship between C and Java.

2 years of iPhone Galcon!

July 20th, 2010

Hey,

To celebrate two crazy years of iPhone Galcon, I’m putting the game on sale for $1! If you don’t have it already, or have friends who haven’t gotten it .. well .. get it now!

Here’s a recap of where we’ve been over the last two years:

Early in development – June 2008

Original menus – June 2008, background was changed by launch

Galcon’s launch screenshot – July 2008

Soon after Galcon got multiplayer! Here’s a shot of me testing it under linux!

In March 2009, I won the IGF Innovation in Mobile Game Design award at GDC’09!
n536805207_1584367_961091

I decided to polish up the look of Galcon a few notches, and launched a graphical overhaul in July ’09. Apparently I didn’t tell anyone because I can’t find any blog posts about it, but here are some screens:

Then in September ’09 I launched Galcon Labs, which included 4 new game modes for Galcon!

I’m not entirely sure what the coming year will hold for Galcon, but I bet it’ll be swell!
-Phil

Porting to Palm / WebOS

July 14th, 2010

I’ve just completed and submitted my port of Galcon to the Palm. The entire process took 2.5 days. Here’s my play-by-play of the porting process. A huge thanks goes out to Mike Kasprzak for hand-holding me through the process and co-writing this post.  If you’re doing a Palm port, be sure to read the whole blog post over before you begin so you get the big picture.  Also, not everything is exactly in the right order, so that’ll give you the birds-eye view.

Day 1: Preparing the device for Development

11:00

– Unbox the Palm Pre Plus.

– Figure out how to plug in the USB.  This is a bit tricky, you gotta really yank on that plastic tab on the side to get it off.

11:30

– Use WebOS Doctor to flash the device with latest OS

http://ws.palm.com/webosdoctor/sorry.htm

12:00

– Activate phone.  If your phone isn’t activated, you use a program that can bypass activation

http://developer.palm.com/index.php?option=com_content&view=article&id=2051&Itemid=30

12:15

– Connected to local WiFi on activated device

12:30

– Final preparation of the device for development.

http://developer.palm.com/index.php?option=com_content&view=article&id=1973&Itemid=336

“Card view” is the view where you can see a view of all the open apps minimized. Apps are called Cards.

12:45

– ssh onto the device, password is blank

$ ssh -oPort=10022 root@localhost
root@localhost’s password:
root@palm-webos-device:/var/home/root#

1:00

– Install the Palm SDK and PDK, read whole document so you know where the cross-compiling binaries are located. It varies depending on windows / mac.

http://developer.palm.com/index.php?option=com_content&view=article&id=1970&Itemid=335

1:30

– Install a SSH key.  This way I don’t have to keep pressing return on the password entry during SSH sessions.

$ pdk-ssh-init localhost:10022

1:45

– Verify installation by using a Palm demo app.  This is an important step!  This step shows you where the example code and scripts are and you’ll be referring to those when you build your own build/deploy/packaging scripts for your own app.  And if it works, you know your Palm is ready to go!

http://developer.palm.com/index.php?option=com_content&view=article&id=1974&Itemid=336

– Errors about not finding various .so files can be ignored

– [This should be irrelevant as Palm gets their SDK’s and firmware all synced across the networks] The PDL_Init error is actually the device talking back to you.  I had to go into the src folder and comment out PDL_Init to get it to run. This error is due to the 1.4.1.1 firmware on my Palm Pre Plus .. 1.4.5 is required for apps.  Had to do some hacks to get around this, won’t bother explaining, as this shouldn’t matter in a few days.]

3:00

– Rebuild simple sample app with PDL_Init included, works fine

3:30

– Got a copy of Mike’s app and tried it out.  Works nicely.

Day 2: Porting the App

– 10:30

Hacking up the /opt/PalmPDK/share/samplecode/simple/mac example building, packaging and deployment scripts.  Mostly just getting them to work with my code.  Was pretty straightforward if you know shell stuff.  I’m doing my work on the Mac, so I have a bash shell at hand all the time.

– 11:30

Got it compiling with a few tweaks. using rsync over ssh to deploy my game 🙂  I’m a big fan of rsync.  Here’s my “deploy” script:

rsync -v -urt –exclude ‘*~’ –exclude tmp –exclude .svn -e “ssh -oPort=10022” ./out/ root@localhost:/media/internal/galcon

– 12:00

I had trouble loading images to textures.  But this was mostly due to my own dumbness.  Ended up being really straightforward.  Used SDL_image to load, converted it to 32 bit, then loaded it in.

– 1:30

.mp3’s won’t play with SDL_Mixer, so you must use oggs instead, check out this hack that I use to covert my “.mp3” extensions to “.ogg”:

sprintf(f,”%s/%s”,DRIVER_DATADIR,fname);
int l = strlen(f);f[l-3]=’o’;f[l-2]=’g’;f[l-1]=’g’;

– 1:45

SDL keyboard events not passing numbers when I use the Palm number presser key.

This is a palm bug, I should file a bug report. If the user holds down the NUMBER key, and then pressed a letter, they get the proper number.

-5:30

Handled SDL_ACTIVEEVENT to switch game into pause mode when being minimized.
if ((e.active.state&SDL_APPACTIVE)!=0 && e.active.gain == 0) { /* pause game */ }

– 6:00

Added a few PDL_ calls.  I’m really liking the set of lightweight functions they give you.  They cover most all the stuff you need for game integration in just a few calls.

http://developer.palm.com/index.php?option=com_content&view=article&id=1990&Itemid=340

#include “PDL.h”

PDL_Init(0); // in init function
PDL_GetCallingPath(char *buffer, int bufferLen); // to find out where our app is being launched from so i can find my data files
PDL_GetDataFilePath(char *dataFileName, char *buffer, int bufferLen); // find out where my app can write save games and settings.. the buffer is a fullpath to where we can save a file to
PDL_LaunchBrowser(const char* Url); // go to interwebs
PDL_Quit(); // wrap it up

Here are a few tips from Mike that I found really helpful:

About the Palm itself:

  • There’s a touch strip beneath the LCD screen. Gesture up or down from the middle of the strip to bring up the menu.
  • To “Card” (minimize) a running application, gesture upward or tap on the gesture strip
  • To close an application, throw the card away (up)
  • To delete an application, hold down the keyboard button with a square on it, then tap the icon of the app you want to remove.
  • When you plug a device in, Just Charge is the ideal mode. USB mode is useful for copying files via drag+drop, but you can’t run things while in USB mode

Linkable Libraries

  • -lSDL
  • -lGLES_CM (for OpenGL ES 1.1)
  • -lGLESv2 (for OpenGL ES 2.0)
  • -lSDL_mixer
  • -lpdl (Palm specific calls)

SDL Tips

The following call is required BEFORE setting your graphics mode, yet after initializing SDL

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);

The number represents the OpenGL ES version. 1 for 1.1, 2 for 2.0.

webOS actually supports blending what you do against hardware decoded video. Unfortunately, this feature is on by default. The alpha value in the frame buffer decides weather video will bleed through or not (even if no video is displayed). To disable writing Alpha to the framebuffer, use this call.

    glClearColor(0,0,0,1);
    glClear(GL_COLOR_BUFFER_BIT);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);

Day 2.5: Packaging the App

Time to figure out how to package this into a sellable .. package!  I used Mike’s app and found that we really don’t need all the skeleton stuff palm-generate can generate for you.

http://developer.palm.com/index.php?option=com_content&view=article&id=1976&Itemid=375

You need an appinfo.json file in your distribution folder. It should contain something like this:
{
“id”: “com.galcon.app.igalcon”,
“version”: “1.9.8”,
“vendor”: “GALCON.COM”,
“type”: “pdk”,
“main”: “galcon”,
“title”: “Galcon”,
“icon”: “icon.png”,
“requiredMemory”: 48
}

I ssh’d in and used top to figure out my required memory.

And also a framework_config.json containing:
{
“logLevel”: 99,
“debuggingEnabled”: true,
“timingEnabled”: false,
“logEvents”: false,
“escapeHTMLInTemplates” : true
}

And lastly, I gotta include icon.png . Palm specifies this:

“Application icons should be 1 in. square, 64 x 64 pixels, encoded as a PNG with 24 bit/pixel RGB and 8 bits alpha. The icon’s image should be about 56 x 56 pixels within the PNG bounds.”

And lastly create this file:
package.properties containing:
filemode.755=your_app_binary

Then just copy all those files, and the app files into a folder named the same as your app id (com.galcon.app.igalcon for example) then run palm-package against that folder and you’re done!  Here’s a checklist from Palm that helped me through a few things:

http://developer.palm.com/blog/2010/07/a-quick-pdk-submission-checklist/

Then you just send that app package off to Palm! Have fun!

-Phil

Galcon iPad Sale and cool tournament with art prize!

June 16th, 2010

Hey,

I’m going to make a piece of custom artwork as a prize for a Galcon tournament! It’ll look something like this, but not exactly, because I already gave this one away to someone else:
phil-artwork

That image was actually colored pencil + markers + water color on paper. Then I scanned it in, inverted it, and added a bit of glow. The winner will be getting a new piece of artwork – I’ll send them the original in the mail as well as display a slightly enhanced version on the website for everyone to envy 🙂

Anyway check it all out here.

-Phil

App Store pricing

April 29th, 2010

Galcon Fusion is currently priced at $8 on the App Store. I originally had a longer post written, but I think this App Store user review says so much about the psychology of pricing and the values on the App Store that I really can’t think of anything to add to it.

“The price stinks, but it’s worth double!” – Jacques P.

Ludum Dare 2010 Keynote (starring Cuzco the Goat!!!)

April 23rd, 2010

See the Ludum Dare 2010 Keynote:

Inviting all python game-devs! Even if this notice is coming too late, we’ve got a compo coming in August, December, and mini-compos every month! Just check out the website and join the fun!

-Phil

Multi-hour AMX sketch

April 16th, 2010

Man, I’ve been having fun with this iPad 🙂

IMG_0005

This image took a couple hours to draw. The AMX was much harder because I couldn’t just sloppy out whatever, I had to use straight lines and try to get it looking like the original. So being “less creative” is really quite a bit harder.

-Phil

Forget having a “TEA PARTY” let’s have a “TAX PARTY” !!!!

April 15th, 2010

robin2I know a lot of us really feel that society as a whole isn’t paying enough taxes right now. But don’t worry – there is a way to take matters into our own hands! Tonight let’s show the “TEA PARTY” a thing or two and have a “TAX PARTY” and contribute as much as we can! Every penny helps!

Here’s some links to help you get started:

Have a happy “TAX DAY”!
-Phil

48+ minute drawing “swamp”

April 8th, 2010

Got a bit inspired by Monkey Island 2 swamps for this one …

IMG_0004

Again, iPad + Sketchbook Pro + Pogo Sketch Stylus = Fun!

-Phil

48 minute drawing: “Under the Sea”

April 7th, 2010

I think the iPad + the Pogo Stylus + Sketchbook Pro is a pretty killer combo after all.

under_the_sea

That took 48 minutes, I used this image for inspiration.