Playing around in Java with LibGDX...
I think I could like this thing. Pretty easy to make it do this easy task. Very similar to the XNA I'm used to, but for the inverted Y.
Also, look out world! My terrible art is approaching!
Monday, January 16, 2012
Wednesday, October 12, 2011
CQX Progress Update.
Progress on the Casual Quest XNA port has been coming along rapidly since project start a few weeks ago. Data driven class, baddy and skill systems are all built and functioning. Collisions with the map are fully implemented for both players and monsters, while rudimentary collisions with skills is in progress and partially working. In game chat is also working at this point.
The project is officially greenlit by the original creator, and I have the support of the current maintainer of the BYOND version. Things are looking pretty good so far, let's hope it continues.
The project is officially greenlit by the original creator, and I have the support of the current maintainer of the BYOND version. Things are looking pretty good so far, let's hope it continues.
Sunday, September 25, 2011
Network Framework up and going
So, using the Network Library RakNet, I've been able to get some semblance of a Client/Server setup going.
Currently Joining a server, toggling ReadyState, and multiple users mulling about on a map are implemented.
Need better handling of Client Disconnects (Should attempt to immediately reconnect once or twice before dropping altogether), as well as Drop In support (Join while a game is running). Perhaps more importantly, there needs to be some actual GAME (No monsters spawn, or anything like that yet). There's no prediction or interpolation, so it'll be pretty susceptible to lag, and in general, there's a lot to do. But hey, Progress!
Currently Joining a server, toggling ReadyState, and multiple users mulling about on a map are implemented.
Need better handling of Client Disconnects (Should attempt to immediately reconnect once or twice before dropping altogether), as well as Drop In support (Join while a game is running). Perhaps more importantly, there needs to be some actual GAME (No monsters spawn, or anything like that yet). There's no prediction or interpolation, so it'll be pretty susceptible to lag, and in general, there's a lot to do. But hey, Progress!
Tuesday, September 20, 2011
New Project!
This one is already Designed and Arted up, in fact if you've been around the BYOND community you may have heard of it:
Still in the early stages of development, but progressing nicely. Currently the Networking code is under the lens. More updates as I have em!
Still in the early stages of development, but progressing nicely. Currently the Networking code is under the lens. More updates as I have em!
Monday, June 20, 2011
A quick post to show a video!
Hurrah! A new video! Groundwork has started for weapon types that don't actually fire bullets, as well as animated weapons. The vid shows off the RockSaw a new WIP weapon which will be able to dig through, you guessed it, rocks (It also shows the other weapons off too).
Thursday, June 9, 2011
It's starting to look like a game!
It's been quiet in here lately, and for a few reasons. I've been hooked pretty hard by Terraria lately. It's a remarkably entertaining little gem, and impressively, is an XNA title. But I've also been coding.
For one, I started porting Alpha Blasters over to XNA 4. Most of the immediate compile errors have been cleaned up, but the storage framework seems to have changed completely, requiring a rewrite of the save system. Another time perhaps.
I've also been working on the current project (Which I've codenamed "project 0" for no good reason). I've gotten some art from the artist, and it's looking swell. Have a handful of new dirt tiles to use, so I built the framework to build the terrain by randomly placing them, works and looks great =D. I've also gotten the first pass and basic game state management wired up with some help from the XNA samples over at the App Hub. I also finally got around to wiring up XACT. I have a few songs for use, and some first pass SFX as well. The game mode system is more or less setup, and kills/deaths/respawn has been implemented.
There's still a lot more code to write, and a lot more assets to be built, but it is starting to take a basic shape. I'll be putting together a video soon but, for now, here's a screenshot:
P.S: This also still works flawlessly on Xbox 360 (Better even, as player 1 & 2 can both play).
For one, I started porting Alpha Blasters over to XNA 4. Most of the immediate compile errors have been cleaned up, but the storage framework seems to have changed completely, requiring a rewrite of the save system. Another time perhaps.
I've also been working on the current project (Which I've codenamed "project 0" for no good reason). I've gotten some art from the artist, and it's looking swell. Have a handful of new dirt tiles to use, so I built the framework to build the terrain by randomly placing them, works and looks great =D. I've also gotten the first pass and basic game state management wired up with some help from the XNA samples over at the App Hub. I also finally got around to wiring up XACT. I have a few songs for use, and some first pass SFX as well. The game mode system is more or less setup, and kills/deaths/respawn has been implemented.
There's still a lot more code to write, and a lot more assets to be built, but it is starting to take a basic shape. I'll be putting together a video soon but, for now, here's a screenshot:
P.S: This also still works flawlessly on Xbox 360 (Better even, as player 1 & 2 can both play).
Thursday, June 2, 2011
Progress update!
It's been sorta quiet around here lately. I wish I could say it's just because I've been busy coding, but I can't as it's only about half true (see, I found League of Legends and it's quite the distraction). BUT! There has been some heavy code work done and things are moving along quite nicely.
I've started, and progressed a good ways toward, building a GameManager to handle all of the Specific game rules (e.g. time limits, kill limits, how many players etc...) as well as handle drawing the game and it's UI objects. It's mostly functioning at its basest level but there's still plenty left to do. Bullets now collide (and do damage to) other entities (not just dirt). There's a rough lifebar and rougher still UI block. The zooming camera has been fine tuned and now works brilliantly. There's also been some heavy code re-factoring (basically pulling out a bunch of junk placeholder code and replacing it with more functioning stuff where it actually needs to go).
More updates to come as I have them. For now, I leave you with a new ScreenShot!
I've started, and progressed a good ways toward, building a GameManager to handle all of the Specific game rules (e.g. time limits, kill limits, how many players etc...) as well as handle drawing the game and it's UI objects. It's mostly functioning at its basest level but there's still plenty left to do. Bullets now collide (and do damage to) other entities (not just dirt). There's a rough lifebar and rougher still UI block. The zooming camera has been fine tuned and now works brilliantly. There's also been some heavy code re-factoring (basically pulling out a bunch of junk placeholder code and replacing it with more functioning stuff where it actually needs to go).
More updates to come as I have them. For now, I leave you with a new ScreenShot!
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