24
Jan
It’s been such a buzz having people actually playing my game! I’ve had a lot of positive feedback, which is fantastic, so I’m glad people are enjoying it. I’ve had a couple of requests for the source code so I’ll consider releasing it, though I need to figure out what sort of license I should [...]
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17
Jan
Wow, I wasn’t expecting to have a release ready tonight, but I pushed through and I’m pretty happy with what I’ve got. There’s only one map and there are still a few small things I was going to try to implement, but I’m impatient to get something out there so I’m calling this the 0.9 [...]
Posted in Game Dev, Sopwith | 7 Comments »
17
Jan
Wow, I might actually get this game finished this week like I’d planned. I didn’t get much done on Monday (I got sunburnt at the beach on Sunday, plus it was the first day of my temporary unemployment, so I was feeling a bit lethargic I guess), but yesterday and today I spent quite a [...]
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11
Jan
So, I’ve hit the point in developing my Sopwith Clone where I’m starting to have performance issues when I run it. It started when I was implementing the machine gun fire, because it involves collision detection between a relatively high number of sprites.
I’ve been using Ziggy’s Per-Pixel Collision Detection algorithm (slightly modified to account for [...]
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04
Jan
I just realised I start nearly every entry on this blog with ‘So….’. I’m not going to this time.
Firstly, congrats to Alex for winning the Developer’s Contest at Xbox 360 Homebrew! I checked his game out and it rocks, love the art style, go play it!
It’s been a few weeks since I decided that a [...]
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