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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