Game Development
Here's a sneak peek at a project/library I'm currently working on: include Microsoft::Xna::Framework include Microsoft::Xna::Framework::... include RubyXna class FluxxGame < RubyXnaGame def initialize self.background_color = Color.black end def load(loader) @font = loader.load_font("Title") end def render(renderer) renderer.draw_text(@font, "Fluxx, v0.1", Vector2.zero, Color.white) end end The combination of IronRuby and XNA Game Studio is proving to be pretty darn fun...
Well, day four of Stones. I didn't get too much work done last night because I went out and had an excellent dinner with my wife and my father (who was in town on a business trip). Oh, and I also was working out some plans with some friends on an ultra-secret project :). I can't say anything yet, but hopefully once things settled down and we're a way into the project, we'll reveal it publicly. Until then, mum's the word :). Soooooo, here is Stones on Day 4: ... (Read More)...
Well, today was my second day in XNA land working on Stones (my Bejeweled clone and my first XNA game (and also a subtle play off of Jason Mauer's Bouncing Balls demo)). Once this game is finished, I'll be using it as a vehicle to do a series of game development screencasts on XNA (most likely it will also be in tutorial form that will be included with the video in the download). I'm still just psyched how good XNA is. Maybe once I come down from "Cloud 9," I'll be able to come up with some constructive...
Hey folks. After a good amount of time away, I have decided to come back to game development land. This time, I will continue work on my game Spaceballs (a Geometry Wars clone), only using XNA this time around. I can't believe I'm going to admit this, but to give myself time to do this, I have even canceled my World of Warcraft account (again). I just have way too much stuff on my plate, and if I want to get back into game development, something has to go (thanks go to Chris and George for encouraging...
I know Dave, Tom, and Boyd had stated that they were pleasantly surprised that the announcements coming out at GameFest tomorrow hadn't been leaked. Well, close but no cigar (if this is indeed the announcement they were talking about). Of course, considering that it is already "tomorrow" on the east coast (and many of you won't read this post until "tomorrow" anyway), it's probably close enough :). So, check out that link above :). As a hobbyist developer myself, I have to admit that I did entertain...
Holy Moly! Could Microsoft release fewer cool products for a while please? :). There has been so many exciting technologies coming out lately that it seems like there is hardly enough time to investigate them all. The latest edition to this group of great technologies? Microsoft Robotics Studio. There are a few things that excite me about this specific technology (from what limited investigation I have done on it during my lunch break today): 1) It is enabled for both Visual Studio _and_ the Express...
I know I was shooting to get the lives system implemented last night, but I wasn't able to do so because I needed to fill out a bunch of paperwork and do some general catch up on some other tasks (non game-development related, that is). So tonight was my first opportunity to work on Spaceballs since Tuesday night. I'm proud to say that not only did I get done what I was shooting for (multiple lives for the player as well as the "Get Ready, Set, Go!" countdown at the beginning), I also got done a...
OgreDotNet was recently pointed out to me by a friend and co-worker. I don't know have I missed it in the past, but I see it's there now which is the important part :). With the lack of mature, open-source 3d graphics engines for managed code out there right now*, I'm glad to see this come to fruition. Since Ogre3d is already object-oriented, you can't tell from the code of OgreDotNet that it is simply a set of bindings down into the C++ libraries of Ogre3d :). Not only that, but it appears the forum...
I didn't quite get around to implementing the lives functionality tonight. However, I did do some general cleanup and "paved the road" for me to easily drop in the code for respawning and multiple lives tomorrow. One of the refactorings I did was to take what I was calling "States" before and change them to "Screens". Really, they were screens. As I needed to start adding states to the gameplay itself (like PlayingState, LostLifeState, etc.), I didn't want to go down the road of making a hierarchical...
Not much functionality change tonight. Nope, tonight was mostly bug squashing night. The first bug I squashed was around spawn point generation. Sometimes, a spawn point would be generated that would cause a Spaceball to be spawned within a wall. This was due to the spawn point generation algorithm not taking into account the size of the entity is was generating a spawn point for. That was an easy fix :). The next bug I squashed was around the ball-reflection logic I had to bounce Spaceballs off...
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