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An Archived Managed World This blog has moved to http://www.managed-world.com/blog May 2006 Entries
Spaceballs - Day 14
Well, I didn't think I was going to be able to make much progress on the game until next week (since I'm going to be gone all weekend), but I was able to get in some coding time tonight that I wasn't expecting. And you know what? I'm glad I did :). My tracer bullet is completely finished now (take that George, :P) :). Tonight I wrapped up the High Score system and made it persistent using simple XML serialization to the game's own folder under the Application Data directory. The High Score screen ......

Posted On Wednesday, May 31, 2006 7:33 PM

Spaceballs - Day 13
Well, since Sir Georgio decided to give me some crap about losing focus, I figured I would post about what I've been doing. The MVC work is all finished, cleaned up, refactored, and ready to drop a bunch of new types of enemies into the game. Before I did that though, I decided to clean up the graphics a bit. One of the first tasks was to implement a "playing field" that play would take place on. Before, play was just the whole screen which wasn't very conducive for HUD-like UI (like Score, Lives, ......

Posted On Tuesday, May 30, 2006 8:04 PM

Spaceballs - Day 10
The tracer bullet is basically all finished now. I have enemies being spawned on a regular basis, the scoreboard is operational, the "Recap" screen is working. The only thing that is not implemented yet is the High Score system and screen. Of course, currently there is only one "type" of enemy and the game stays at an even pace and never "accelerates" to make it harder. Obviously, there is a lot more work to do. I'm just happy to be at a point where the game is basically entirely functional now. ......

Posted On Saturday, May 27, 2006 7:33 PM

Spaceballs - Day 9
Just a quick update for the night before I head off to bed :). I finished my move over to a more Model/View/Controller-centric codebase. The move was pretty painless. The code is definitely starting to look a lot cleaner. I like seeing smaller sized classes that only have a single responsibility :). Of course, the MVC pattern does mean more code in general, but the code that is there is much more cleaner and easier to maintain if done well. So I'm not so worried about that. The gist of it is that ......

Posted On Friday, May 26, 2006 7:21 PM

More trash talk
I noticed that in Chris's "latest post", he is merely talking about what technologies he will use, what the game will be, etc. Chris, I'm going to give you a little tip. If you want to win the contest, you have to WRITE SOME DAMN CODE! It's ironic that at the start of your project, you were trash talking me about how I wouldn't get anything done. Where are you now? Huh? For goodness sakes, a guy who has never written a game is further along than you :P. I'm just curious, how does that feel? Although, ......

Posted On Thursday, May 25, 2006 8:00 PM

Spaceballs - Day 7, Part 2
Okay, just one last update before I head off and hit the sack. I was able to get the Wall game object written. I also just wrapped up my CollisionDetectionService so I have collision detection working in my game now. For now, the collision detection is rather rudimentary. It just uses bounding boxes along with the RectangleF.Intersects() method in the .NET Framework to do bounding volume collision detection. Pretty simple, but pretty effective (I may not even have to change it for the rest of the ......

Posted On Thursday, May 25, 2006 6:22 AM

Spaceballs - Day 7
Luckily, I was able hit most of my goals for the day. I still have yet to get to collision detection, but that's not that big of a deal as I can whip that up sometime on Friday night or Saturday. I have my ship automatically firing now according to a firing rate and have all controls working through the messaging system. The architecture is starting to shape up a bit and I can see that it is going well. Next is to add one enemy and get collision detection working. After that is when the fun really ......

Posted On Thursday, May 25, 2006 4:50 AM

Spaceballs - Day 6, Part 1
Although I didn't give an update yesterday, I did get some work done. Even though I've had the last several days off of work, I'm sure Chris would feel more comfortable knowing that I haven't been spending my entire days working on Spaceballs (I have a feeling that Chris would only feel truly comfortable if I dropped out of the competition since he knows he's fighting a losing battle). My spaceship is all hooked up and working. It drives off the mouse and can rotate both directions just fine. I just ......

Posted On Wednesday, May 24, 2006 1:16 AM

Spaceballs - Day 6, Part 2
A couple minor changes (or not so minor when it comes to control schemes). Tonight I took some time to play Geometry Wars Evolved for a while (the game Spaceballs is based on) and I came to a decision. One of the difficulties is translating the control scheme to the PC as the console gamepad has the two joysticks that are both used to control the ship in Geometry Wars. As of earlier today, I was using a combination of the mouse and the keyboard (nearly Quake-style controls). You "dragged" the ship ......

Posted On Tuesday, May 23, 2006 9:11 PM

Spaceballs - Yay for GDI+
Yay for GDI+ :). To create a rudimentary Sprite class (and we are talking *rudimentary* here) and hook in Rotation using a Matrix Transformation took less than 45 minutes (and most of that was cleanup refactoring and moving files around in SVN). (and most of that was cleanup refactoring and moving files around in SVN). Now I'm very glad I dropped SDL.NET like a bad habit and moved over to GDI+. If you are doing 2d game programming in .NET, I do think that you might as well go the GDI+ route and just ......

Posted On Monday, May 22, 2006 8:59 AM

Spaceballs - Day 4
Well, SDL.NET is completely ripped out. Spaceballs is running entirely on GDI+. Believe it or not, I ended up ripping out the entire Messaging system as well. I'm not entirely sure that it is really even needed for this game. In fact, I think it probably _is_ quite overkill. It's funny, I always get a tingle when ripping out a bunch of code and making the code a lot simpler. I'm still happy as the components are pretty isolated and are still enabled to be unit tested fairly easily. I think that tomorrow ......

Posted On Monday, May 22, 2006 7:55 AM

Spaceballs - Over-Complication
After chatting with Chris earlier today, and browsing both the Coding4Fun and UpgradeYourGame sites, I have come to the conclusion that I'm over-complicating things here. Like Chris, I want to be able to encourage everyone and show that anyone can do this. With my last post, I fear I have violated this principle of encouragement. This decision isn't only because of others though. I've been fighting with the rotation capabilities of SDL.NET today (or rather, the lack of decent ones), and am currently ......

Posted On Monday, May 22, 2006 3:16 AM

Spaceballs - Day 3
Okay, let's chat a bit about class design and the pattern I will be using in Spaceballs. I will be using an in-memory, message-driven architecture. Messages will be the nervous system of the game engine. Nearly all communication will take place through messages. The "brain" of this nervous system is the MessageProcessor. The MessageProcessor is responsible for broadcasting a message to all listeners that are interested in listening to that type of message. But how does the MessageProcessor know which ......

Posted On Sunday, May 21, 2006 4:58 AM

Spaceballs - Day 2
Seeing that George is so willing to be open about his plans and progress, I've decided to follow you suit. After all, this should make it more enjoyable for you readers out there (is there anybody out there?). So, on to a progress report, shall we? In order to help manage the scope of this project due to the time frame, I have decided that Spaceballs will be a 2d game instead of 3d. This should simplify many aspects of the coding by minimizing the sheer amount of code that needs to be written. The ......

Posted On Saturday, May 20, 2006 6:42 AM

Some help for Chris
Well, it looks like Tattoo-Boy is back to his old tricks. With all the time he is spending on writing comics (don't quit your day job, buddy), it's obvious that he needs some help to get going in this project. In that vein, I have put together this project plan that he can use to help him "compete" in this contest (and by "compete", I mean write useless code while thinking that you stand any chance to beat the Almighty George of the Jungle): Day 1: Buy book "Learn to Program VB in 21 Days" Day 2-25: ......

Posted On Saturday, May 20, 2006 5:55 AM

This is going to be great
Okay, I'm taking a bit of a break from the trash talking for this post. I have to say one thing: I'm really excited about how this game development contest is shaping up. It looks like George is off to a great start. I read through his design document and if he can complete his game, I think that I for one will definitely enjoy it and that he would stand a good chance at winning that 360. I really love reading about other people writing games and I have a feeling that there is going to be no shortage ......

Posted On Saturday, May 20, 2006 5:44 AM

WTF? What is this guy smoking?
I just happened to have the television on while writing my winning entry in the GWB gaming contest and the Andy Milonakis Show just came on. OMG. WTF?!?!?! Is this actually a show? And why am I still watching? OMG, LMAO, ROFL. I can't believe this show. It just keeps getting better and better. Okay, I'm just speechless. What is up with this rapping? How old is this kid? OMG. I can't take my eyes off the screen, I'm transfixed. This is nuts. It's utterly crap but it's utterly funny. "Pork fat in my ......

Posted On Saturday, May 20, 2006 4:10 AM

Spaceballs - Day 1
Not much to report today. I had some family engagements so I was only able to spend 20 minutes or so on the game. I did get a new repository on my Subversion server created and a bare-bones project imported into it. I have the simple "Hello World" app per usual. Tomorrow evening I'll really get started on the sucker :). Why Spaceballs? Well, I was feeling frisky and, frankly, _maybe_ just a tad bit drunk (those of you who know me may laugh now). I also wanted to give a bit of an homage (as we learned ......

Posted On Friday, May 19, 2006 7:00 AM

blogusMaximus.WritingTalent = Talent.Nothing
Well, it turns out that someone is wanting to make a go of this game programming challenge for GWB. If I recall, the contest rules dictate that part of the winning total also comes from blogging your progress. I have one thing to say to Mr. Maximus in that regards: "You're In Deep Horsey Doo-Doo!!". I fully expect that Chris will be able to "step away from the methodology buffet and actually produce something that works" as he puts it (speaking of producing, how's that next release of HA! coming, ......

Posted On Thursday, May 18, 2006 11:05 PM

GeeksWithBlogs Game Contest
Looks like I have a reason now to get my butt in gear with game programming: http://geekswithblogs.net/j... I'm going to enter the contest. However, to make it fair, I'm going to start with a fresh code base since I've been working on my game for a bit (and I would _hope_ that Chris does the same thing and doesn't submit HA!). Now for the debate, which game to base the game play on.... hmmmmm.... So, in the meantime, expect to see a new series of updates. I'll have ......

Posted On Thursday, May 18, 2006 7:54 PM

Tanks - Update 7
After talking last night about integrating a collaboration pattern I was working on at work with a coworker, I have decided to go a different route. I stubbed out the framework tonight for a Microkernel that will drive the game engine. The current version as it exists tonight is very simplistic. The only current functionality in this Microkernel is the ability to add a Task for per-frame processing. This new Microkernel should help decouple my system a bit more and make it easier to enhance. For ......

Posted On Wednesday, May 17, 2006 6:05 AM

Tanks - Update 6
In light of my recent purchase of a 360, I know that many of you out there thought that I would drop off the face of the planet for a while. Well, too bad, I'm back (well, still here actually). I've asked my wife to help me with my nearly-half-year-just-bough... resolution. This resolution is that I won't play the 360 during the week (or at least limit to one night or two), and that weekends are free game (no pun intended, of course). This should ......

Posted On Tuesday, May 16, 2006 4:07 AM

I have joined the 360 ranks
I am now XBox 360 bound :D. It was one hellish of an experience getting one (that, and an HDTV). I called around to at least six different GameStops and EBGames in the Portland area. Not a single one had a single 360 in stock (hell, at this point in time, I was willing to buy just a core system and buy the various pieces in the bundle even though I would be spending more money in the long run). At this point, I'm thinking that Microsoft must be _SOOOO_ rich that they don't even want my money in the ......

Posted On Monday, May 8, 2006 6:09 PM

Yes, I am _indeed_ a Crazy Man
I suppose now that Rory has posted about it, the secret is out. Yes, I am _indeed_ a Crazy Man. This last Saturday, I was at Rory's most of the day shooting my part for a new video he is doing (I won't get into any more detail than that though, as my lips are sealed). However, what should really confuse people about this new "project", is the following video Rory has released on his blog: http://neopoleon.com/blog/p... I'm guessing Rory just got a crash course in just how silly I can ......

Posted On Monday, May 8, 2006 3:53 PM

Unit Testing Granularity
I kind of touched on this issue in my last Tanks update. Thomas was nice enough to leave a comment and a follow up post that he made. I went to leave a comment on his blog in response to his post but "anonymous" comments aren't allowed and, frankly, I don't want to sign up for an iBlogger account simply so I can leave a comment. So, with that said, I'm just going to post my response here. ------ When writing unit tests, I no longer really think about methods. What I have started to think about is ......

Posted On Thursday, May 4, 2006 5:38 PM

Tanks - Update 5
[Crosspost from Managed World] Great. If it wasn't bad enough being sick still, my internet connection just had to be down all evening. Luckily, it _just_ came back up so I can actually post this update. So let's discuss the progress on Tanks, shall we? Most of my "free time" I've had lately (which hasn't been much with me being sick (since my body proclaimed several hours at a time to be "nappy time")) I've spent writing the unit tests around the last couple of classes I ported over from my previous ......

Posted On Wednesday, May 3, 2006 6:57 AM

Tanks - Update 4
[Crosspost from Managed World] Late night inspiration! Sometimes I really love these kinds of moments. This one came to me as I was trying to get to sleep (and apparently my brain didn't want to let the problem go :)). One of the problems I discussed in an earlier update was that, for some reason, the Irrlicht .NET wrapper decided to implement all "interfaces" (ISceneManager, etc.) as classes, some of them not even containing default constructors. The heart burn this caused is that I'm not able to ......

Posted On Tuesday, May 2, 2006 6:35 AM

DirectPhysics?
[Crosspost from Managed World] You know, it's interesting what kind of stuff you can find on the Microsoft Careers site (thanks for the link Joystiq). Direct Physics? Now that sounds interesting. If current market trends are any indication (like Ageia's PhysX Processor), this could be an interesting piece of news. Of course, with the fact that DirectPlay, DirectInput, DirectDraw, and others have all been deprecated or removed, it's interesting to think that Microsoft might be revamping DirectX by ......

Posted On Tuesday, May 2, 2006 4:15 AM

Tanks - Update 3
[Crosspost from Managed World] I haven't been able to do much lately because I've been fighting off a cold (to the point where I've had to take time off from work (which I _hate_ doing)). There hasn't been much progress writing code as I've been busy playing around with Blender. I've been working through tutorials and such to get up to speed with it (so that I can at least put _some_ of my own models in the game (no matter how crappy they may be)). The verdict so far? I like it. When working through ......

Posted On Tuesday, May 2, 2006 3:53 AM

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