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 | 3 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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13
Dec
So, the XNA contest is over (go vote), and my game barely got off the ground (so don’t vote for me). As usual, my idea was far too ambitious and even the second time round I wasn’t happy with the class structure I came up with. This is not the end of Kurodust Fighter though, [...]
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24
Oct
So, I haven’t managed to get any work done on Kurodust Fighter over the past two weeks, mostly because I haven’t had time but also because I’m not quite sure where to go next.
I think I may end up starting over somewhat, as I need to plan the framework of my game a bit better. [...]
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12
Oct
So I finally got a bit more work done on Kurodust Fighter this morning and last night, I implemented what I’m calling ‘Action Events’ into the animation sequences that can trigger particular functions, so my little avatar can now kick the bins around the level. (I should probably be using some fancy C# delegates or [...]
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04
Oct
So I’ve managed to get a bit more work done on the Kurodust Beat ‘Em Up over the past couple of days, I’ve implemented a simple map system that includes items (which will eventually be able to be picked up and thrown/kicked around). I also implemented the sprite sorting tonight so that objects and characters [...]
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02
Oct
For story stuff: Should have a simple scripting language to move players to certain points on the screen and to show dialogue down the bottom of the screen with the character portrait. Will have to associate a portrait with each character.
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02
Oct
I haven’t been able to get any more work done on this this week as my computer has been out of action, but it’s up and running again now. Some more ideas about how things might work in game:
Have a key that puts you in ‘rock position’ which allows you to do special moves, possibly [...]
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