Major updates and longer news items will be found here. More frequent, minor updates will be posted at MyKaryotes' identi.ca account.
Please check both to stay fully up-to-date on what's going on!
Following a suggestion from my friend Aditya Vaidya (whom I met while working on the Salience theme project), I decided to host MyKaryotes Archean at GitHub.
The code has also been set up to be imported into a corresponding Launchpad page.
MyKaryotes Archean uses the PyGame library, which means it is coded in Python and should ultimately be capable of being run on any operating system which can run Python and PyGame. Development for now will be mostly done on Ubuntu however, as that is what I use. :)
Note that there is very little there as of right now. I'm just opening it up for development so I can stop dawdling and start working on it already (and possibly get some help from others).
Let's see how quickly we can get this from start to finish. ;)
MyKaryotes now has an official Google+ Community. You can visit it either by clicking here or by scanning the below QR code with your smartphone:
MyKaryotes v.1.0.3 and a compatible MyKaryotes Standard Cell Editor update are now available in the Downloads section!
MyKaryotes itself has some graphical tweaks and major performance improvements. This is the last GameMaker Lite-compatible release of MyKaryotes, so if you only have Lite and want to mess with the source yourself you may want to get this version. v.1.0.4 will rely on GameMaker Standard.
The Editor also has some UI tweaks and improvements to autocomplete, particularly with regards to the terminal commands. Check the included help for more info.
So get downloading and have fun!
It's been a while since the last update, so I figured it was time to make a new post to show how things are going for MyKaryotes. This post will have three sections covering each of the three current projects I have going.
Might as well start with the much-anticipated v1.5 first.
Development on it is still pretty slow, which is mostly attributable to my being a novice still with Python and Pygame, but progress is ongoing. In some ways, it has now gotten further than the original version written in LÖVE did.
Below is a screenshot of what I have so far:
A lot of the work right now is focused on the buttons, namely making them do stuff when clicked. So far only the Quit button actually does what it's supposed to. The button for pausing/unpausing the game toggles its icon right now, but that's it so far. Visible is the new Options button moved to the top-right and given a new icon that may or may not be replaced with a better one later after I pick up more Inkscape skills.
There is no collision still other than the cells bouncing off the sides of the arena. Walls and cells are both present, but I'm still trying to figure out how to get things like transparency and colorizing working (but size changes are already possible).
Cells already have a tumble-and-run behavior instated, but don't do anything else besides that, so I wouldn't consider them to be alive just yet. I found out that Pygame's Rect objects only move in integer amounts, so slowing down due to friction causes weird direction changes. I'm looking for some way to work again with doubles or floats instead for more precise movement, but haven't settled on anything in particular yet.
Finally, I also managed to add the FPS display back to the lower-right hand corner. It's almost always at 30 FPS while this runs, which is a good sign so far. I haven't tried it on Windows yet (development has been purely Ubuntu so far), but I'm hoping it will have similar performance there.
The main focus for MyKaryotes Abiogenesis v.1.0.3, the next stable release update, will be focused on speeding things up as much as possible. This is mostly coming from my implementation of surfaces to reduce drawing time.
The terrain is now drawn to a surface once each time it changes and then the portion of it which is visible in the zoom view is drawn onscreen. This change alone lead to a whopping 5-10 FPS speed gain on my own laptop, which I consider to be pretty impressive. I've also consolidated the highlights drawn on cells into one sprite, and am in the process of drawing the text stuff onto surfaces too to boost speed even further. What this all means is that v.1.0.3 should feel a lot snappier than previous versions did.
There's a couple graphical improvements and bug fixes here and there, as well.
One of the more notable things the new version will have is smarter terminal command autocompletion ("smarter" as in both it behaves more intelligently and I wrote it the way I was supposed to in the first place). The key for autocompletion has changed from Insert to Tab, which is actually consistent with terminal autocompletion on Linux.
A blur effect has been implemented for menu backgrounds that should hopefully make text a bit more legible. In addition, several spacing issues with menus have been taken care of, so it should feel less cramped.
I plan to release whatever improvements I have for the Editor at the same time MyKaryotes v.1.0.3 is released, which hopefully will be sometime around the end of the month (but no promises).
Well, that's all I have for now. Stay tuned for more updates!
MyKaryotes "Abiogenesis" v1.0.2 is now available at either the Downloads section or its page on YoYo Games!This took longer for me to get out than I initially wanted due to schoolwork. I hope you didn't mind the two-month wait too much.
This is a stable release update which includes the following changes:
Don't forget to update to this version if you have it already. If you still don't have MyKaryotes yet, then this would be a good version to jump in at. ;)
MyKaryotes "Abiogenesis" v.1.0.2 is taking longer to get out than expected due to continued freezing problems. Unfortunately, Game Maker already makes debugging application freezes very difficult, and it doesn't help that MyKaryotes has a random nature and my laptop recently developed a screen issue keeping me from running it continuously for extended periods of time.
As I try to work out the kinks so it is final-release quality by the time I do push it out, I thought I'd share what I had whipped up in GIMP for those of you who can't get enough of the game or want to show your support for it in other ways besides simply running it. Thus, I give you a pair of 1680x1050 resolution* wallpapers (one with the MyKaryotes logo in the lower-right and one without) that cover your whole desktop with the game grid!
As an added bonus, I also threw in the .xcf source in case you want to tweak it a bit. Which you can, thanks to the Creative Commons BY-NC-SA 3.0 license I published the wallpapers under.
So I hope you enjoy that as we await the v.1.0.2 release! You can find the wallpaper pack in the Downloads section.
* If you're wondering why there's only 1680x1050, that's my desktop's resolution and I was too lazy to make any other sizes. Feel free to adjust it to your own screen size, though!
I have just added a Development section to the site where I will be laying out my ideas, plans and status for MyKaryotes v1.5 "Archaen". Feel free to check it out periodically to see what I'll be up to!
It's only the next day and I have already uploaded the first bugfix release for MyKaryotes "Abiogenesis".
The issue, found by MarcoDBAA, involved the genome viewer displaying larger genomes incorrectly such that they could run off the sides of the screen. This has now been taken care of; my apologies to everyone affected. In addition, another minor bug fix was made and a couple corrections/updates were done concerning copyright and the F1 offline help file.
The final release of the Game Maker version of MyKaryotes has been made! Find it either on its YoYo Games page or in the Downloads section.
This version is labeled v1.0; additional point releases will be made as minor bugs are found and fixed. Otherwise, all development on this version is now done.
This version's codename is "Abiogenesis", which I think is a fitting name for the first finished release of MyKaryotes which has no prior complete versions before it. The next version will be codenamed "Archean"; this is when bacteria and archaea split, which I use as an analogy to the split between MyKaryotes and Game Maker as I search for a new, better engine to use (more on that later).
So enjoy the new release, and have a Happy New Year!
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