Farside image removed due to DCMA takedown notice*

- Yeah, seriously. I’ve unsubscribed to the Farside RRS feed.
Farside image removed due to DCMA takedown notice*
Making progress. I expected to be farther along but New Years has taken more time away than I wanted and tomorrow it’s back to work.
This thing is way over engineered. Lost of small sub-pieces like this:
But the more I put it together the more I realize that it’s actually engineered for “fun”. The whole thing could have been constructed a lot simpler, look just as good (most of what I’m building is completely hidden) but wouldn’t be as much fun to put together.
I also wonder if there was some Lego marketing person pushing the designers to “add more pieces” so they could cross 9000.
I’m done with box I, starting box II.
I didn’t get as much done today as I wanted due to having to “work”. I put “work” in quotes because I make games and is that really work? My college adviser didn’t think it was.
I’m also assuming, much like Ikea furniture, it’s ok to have left over parts. I’m sure the builders of the ancient coliseum had this same issue. A couple of left over 10 ton blocks.
Almost done. Much like making a game, it’s just polish from here on out.
The lego kit is packaged in four different boxes that need to be completed in order. I was relived to see this. It keeps the 9000+ piece set from being completely overwhelming.
The pieces come in numbered bags and each step of the instructions tell you what bag you’ll need.
Wish me luck.
Look what I bought myself for xmas:
It’s Lego’s largest set.
As a kid I played with and build Lego’s non-stop. I’m sure it’s like riding a bike.
I’ll post regular picture of my progress.
Which of these is the newer version?
1.9.8
or 1.9.13
I posted before over my frustrations with Microsoft Azure taking so long to do a Windows+Mac build. The frustration reached a boiling point last week when for no reason the Windows build started generating compile errors in stdlib
headers. I reverted back to the last build that compiled but the errors continued.
I’ve got to assume something changed in the Azure Windows VM, but there was no mention of it. Maybe it was just a temp glitch.
I decided the time was right to get the game building on AppVeyor if for nothing more than just having a backup.
AppVeyor has some (how to I say this kindly) horrific documentation.
It took me a day to cobble together snippets posted by others on the world wide web but it’s finally working (now I just need to get Linux compiling).
The good news is AppVeyor builds both platforms in around 5 mins (running 2 parallel jobs like Azure was).
Big win over Azure.
What’s interesting is the Mac builds twice as fast as Windows. I don’t know if this is a Visual Studio vs. XCode thing or just the VMs they are running on.
I thought I’d post my appveyor.yml
so others can benefit from my pain. I couldn’t get $(configuration)
(and the like) to work, so I ended by hand pasting values like Release
.
If you’re a AppVeyor expert, I’m open to suggests on making it better.
version: 1.0.{build}
image:
- macos-mojave
- Visual Studio 2019
platform:
- x64
configuration:
- Release
environment:
game_name: MyGameName
matrix:
fast_finish: true
for:
-
matrix:
only:
- image: macos-mojave
artifacts:
- path: _Build/XCode/build/Release
name: $(game_name)-mac-Release
type: zip
deploy:
provider: S3
access_key_id: [REDACTED]
secret_access_key:
secure: [REDACTED]
bucket: [REDACTED]
region: us-west-2
unzip: true
set_public: false
folder: appveyor/$(game_name)/Mac
artifact: $(game_name)-mac-Release
before_build:
- sh: Bin/cmake.sh --xcode
build_script:
- sh: cmake --build _Build/XCode --config Release
-
matrix:
only:
- image: Visual Studio 2019
artifacts:
- path: _Build/VS16/Release
name: $(game_name)-win-Release
type: zip
deploy:
provider: S3
access_key_id: [REDACTED]
secret_access_key:
secure: [REDACTED]
bucket: [REDACTED]
region: us-west-2
unzip: true
set_public: false
folder: appveyor/$(game_name)/Windows
artifact: $(game_name)-win-Release
before_build:
- cmake -G "Visual Studio 16 2019" -A x64 -S . -B "_Build/VS16"
build:
project: _Build/VS16/$(game_name).sln
parallel: true
verbosity: minimal
notifications:
- provider: Webhook
url: https://[REDACTED].php?build_status_appveyor=Succeeded
method: GET
on_build_success: true
on_build_failure: false
- provider: Webhook
url: https://[REDACTED].php?build_status_appveyor=Failed
method: GET
on_build_success: false
on_build_failure: true