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Piggyback Dungeon Ryder is a coop dungeon crawler about an archer that rides on the back of a giant. Player one controls the giant, and player two controls Ryder with the crossbow. Throughout the game, the two players will have to cooperate to overcome the challenges contained in the procedurally-organized dungeon. Traps and monsters await. They'll fight, they'll die and perhaps learn to love one another as a man loves a giant and a giant loves a man.

The story will be told through brief conversations between the two on rare enemy-free levels. Ryder is cursed and can't touch the ground or he'll die, and the giant needs to prove his bravery to be allowed to mate back home. They're on a quest together to break the curse. I'm hoping for a bit of a roadtrip feel, but we'll see how that turns out in days to come.

I'm working on the game by myself, and so far I'm pretty happy with my progress. Today was spent mostly on getting the giant's animations in place, building scenery textures, and working on

@mikelovesrobots
mikelovesrobots / gist:5811851
Created June 19, 2013 05:23
Just because Apple/Objective-C wants you to put everything in one goddamn file doesn't mean you actually have to have it all in one file.
//
// MapViewController.m
// placesihavepooped
//
// Created by Michael Judge on 6/16/13.
// Copyright (c) 2013 Michael Judge. All rights reserved.
//
#import "MapViewController.h"
@mikelovesrobots
mikelovesrobots / unlit-transparent-flash-fx.shader
Created January 25, 2014 05:24
Unlit/transparent shader that can flash the textures white (pure black is all original texture, white is all white)
Shader "Unlit/TransparentFlashFX" {
Properties {
_Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
}
Category {
Lighting On
ZWrite Off
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
using UnityEngine;
using System;
using System.Collections;
public class CheatActivator : MonoBehaviour {
private DateTime ClickedAt;
private const int MIN_SECONDS = 5;
private const string CHEAT_SCENE = "Cheats";
public void OnPress(bool isDown) {
class MikeBlindBot < RTanque::Bot::Brain
NAME = 'MikeBlindBot'
include RTanque::Bot::BrainHelper
def tick!
## main logic goes here
@direction_degrees ||= 0
if self.sensors.position.on_top_wall?
@direction_degrees = -180
elsif self.sensors.position.on_bottom_wall?
@mikelovesrobots
mikelovesrobots / MikeBlindBot.rb
Created December 2, 2016 00:58
Rtanque Bot 2 - no longer so blind
class MikeBlindBot < RTanque::Bot::Brain
NAME = 'MikeBlindBot2'
include RTanque::Bot::BrainHelper
TURRET_FIRE_RANGE = RTanque::Heading::ONE_DEGREE * 1.0
def tick!
## main logic goes here
@direction_degrees ||= 0
if self.sensors.position.on_top_wall?
@mikelovesrobots
mikelovesrobots / gist:abaf9e651652f480facf39a16395ea4a
Last active March 7, 2017 01:02
How Substantial keeps things going smoothly [outline]
Organizational Tools:
* Trello for prioritizing the most important thing to be working on next
(typically divided into backlog, doing, review and done columns)
* Github pull requests before merging code to master
(not just programmers: artists and other interested parties have a say too)
Regular Meetings:
* Morning team standups
import { sample } from 'lodash'
export default class TitleGenerator {
static generate() {
return sample(this.phrases())
}
static phrases() {
return [
`${sample(this.gibberish())} the ${sample(this.adjectives())} aspect ${sample(this.rises())}. ${sample(this.gibberish())} ${sample(this.interrogations())}`,
@mikelovesrobots
mikelovesrobots / drone.yml
Created July 25, 2017 23:30
one way of using yaml features to DRY up drone.yml
invalidate-cloudfront-common: &invalidate-cloudfront-common
image: cgswong/aws:aws
commands:
- aws configure set preview.cloudfront true
- aws cloudfront create-invalidation --distribution-id $DISTRIBUTION_ID --paths "/*"
secrets: [AWS_ACCESS_KEY_ID, AWS_SECRET_ACCESS_KEY]
pipeline:
invalidate-cloudfront-dev:
<<: *invalidate-cloudfront-common
Shader "Hidden/RedOffsetShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag