I fixed a bunch of bugs in holdem last night. I got career mode working really well, both continue career and new career. I moved a bunch of the player game save logic out into it’s own class called ‘SaveData’. This aggregates the player basic information as well as extended stats. It uses a binary [...]
Posted in game programming, shmup, xna on September 28th, 2006 1 Comment »
More progress as of late on the xna based shmup concept. All of the gameplay mentioned in the previous post has been implemented. Some of it is not quite ‘fun’ yet. The attack pod makes things entirely too one-sided and most of the weapons need to be tweaked.
Before ragging on the game any more I’ve [...]
Posted in game programming, shmup, xna on September 23rd, 2006 No Comments »
So for anyone who cares and hasn’t heard me rant about what I wanted to do with the XNA stuff I’ll just explain it now. Ryan inspired me to go in the direction of a shmup, I have wanted to do one for a long time but this new framework seems ideally suited to a [...]
Posted in game programming, shmup, xna on September 23rd, 2006 No Comments »
This stuff is really nice. I’m actually a bit addicted to the whole thing. I finally got some shader issues sorted out. I have a few very basic shaders right now, one that renders color coded normals for debugging purposes and one that does a single directional light and diffuse shading. I picked up a [...]
Posted in lindsey, macos on September 22nd, 2006 No Comments »
So Lindsey is now migrating to a mac (Mac Mini) and I found the process of migrating her email to be relatively easy. First you get this program called dbconv and run it on all the dbx files in \Documents and Settings\UserName\Application Data\Identies{BIG-GUID}\Microsoft\Outlook Express
dbxconv *.dbx
Copy all the mbox files to a windows file share.
On the [...]
Posted in game programming, xna on September 21st, 2006 No Comments »
Well it’s certainly not much to look at. I haven’t put too much time into getting things pretty yet but I have ported a bunch of game engine concepts from rampart already. I’ve got a simple scene system with multiple vertex/pixel shader support and runtime switching between shaders. An animation system is hooked up to [...]
Posted in game programming, xna on September 20th, 2006 No Comments »
I had to send my laptop into Dell again for repairs since they screwed up the initial repair so I spent some mess around time on non-beatbox, non-holdem related stuff.
So I downloaded XNA framework and so far I’m really happy with how things are setup. The API is really solid and easy to use. I [...]
Posted in drama, game programming on September 16th, 2006 No Comments »
So it’s been picked up on the indie gaming sites and beyond that Jeff Minter is working on a new game. I thought this was interesting in as much as the guy is an interesting character and I respect his seniority and work in the industry. Also, talking with some some other programmers around the [...]
Posted in c++, debugging, holdem on September 14th, 2006 No Comments »
Fixed a bunch of nagging UI bugs tonight. I’m still not totally happy with the fonts and some of the color blending. When you’re a non-green background and you alpha blend a green menu it’s a bit jarring. Even green on green is not very appealing.
At least on a green background it looks semi-decent. It [...]
Posted in drama, irc on September 13th, 2006 No Comments »
There are a bunch of great IRC quotes on this bash.org. This one had me in stiches:
349567 +(9050)- [X]
Rabidplaybunny87: Okay, so my neighbors officially hate me
GarbageStan23: why?
Rabidplaybunny87: Well, me, david and andrew were having a bonfire in the backyard, and we were making s’mores and all… and suddenly we here sirens, and see a firetruck [...]