TIL: Human Japanese 21

Verbs are simpler than in other languages in the sense that there is no plural or masculine/feminine, ex: He is / I am / We are. It’s all just です. They’re also more complex in that there must be various levels of politeness. Almost all sources teach polite versions… it’s what people use when meeting strangers, and there seems to be a larger focus on it in general in Japan. They also conjugate more uniformly, so it’s great for people who like rules. Read More >

TIL: Human Japanese 20

I haven’t kept up with any Japanese since March 31st! It’s tough having so many interests. I had been making a big push at the beginning of the year to learn Japanese as there was a particular company advertising a job position that caught my eye. But timing on these things doesn’t always play out. I’d still like to get to Japan some day, and have an interest in the language. I’m not dedicating every ounce of spare time to the language, but I do hope to be fluent some day so I’ve still got somewhat of a plan for how to get there. There are different levels of fluency tests, and I’m considering trying for the N5 test in December. Something which reddit at least makes me feel is perfectly achievable to the point that I shouldn’t bother. But it’s a milestone and I think for that reason would be a suitable target to ensure that I stick with it. And who knows… maybe in a few years I’ll actually be fluent? Read More >

First Mobile Prototype: Pt. 4

Unreal Engine 4.11 pawn blueprints

I’ve been busy for a good percentage of the past month, so it was exciting to finally get a chance to sit down today and continue prototyping the game that I started working on a little while ago. Read More >

First Mobile Prototype: Pt. 3

Prototype for firing a gun when you touch the screen.

I sat down for a small bit of time tonight and quickly added some new features into the prototype. Nothing overly complex, but I did the following:
– removed the joystick GUI
– replaced the joystick method of firing with firing based on touching on the screen and calculating the vector from the player
– collapsing the speed boost into a function
– created two sound effects for firing, and engines, and hooked them up (I used sfxr)
– added a max speed to the speed boost.