Archive for category Programming
Final Sidescroller Pre-Alpha
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 26, 2009
This will be the final pre-alpha entry. Sound is up and running now, collision has been improved but is still a little wonky at times. Particle bugs are worked out, and hit detection is much better. Enjoy.
2D Sidescroller Development Continues…
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 23, 2009
Things are coming together very well. Rudimentary AI routines are implemented, which will serve as the framework for upcoming NPC enemies. A few particle effects are working, as well as world hazards, and a parallax scrolling background.
I hope to have a few enemies functional in the next few days, but this is dependent on time.
More 2D Sidescroller Progress…
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 19, 2009
The milestones mentioned in my last post where met over the weekend. World collision is now fully functional as well as a fairly decent camera follow that clamps to the world boundaries. Within the next few days I plan to implement basic enemy AI as well as a functional combat system. Soon enough I will be looking to replace these temporary art assets with new, unique art. Unfortunately sprite and tile creation is not my strong point, so if you would like to offer your assistance or know of anyone who would like to help, please comment here and let me know.
Additionally, here is a short video documenting current progress.
2D Sidescroller Progress
Posted by Daniel in Game Development, Programming, Project Daedalus (2D Platformer), XNA on May 16, 2009
I’ve been focused on getting a good 2D sidescroller up and running to add into my portfolio. I decided to stick with C# and XNA for this project, as honestly it is one of the most comfortable environments I’ve ever worked in. So far I’ve managed to use Nando’s tile editor (http://xnafantasy.wordpress.com/) and import the XML maps into my project. With a few edits I managed to build fully functional map and tile classes that now render perfectly.
As it stands now I am in the process of implementing character-tile collision and basic physics. I anticipate within the next few days I will have a functional prototype up and running. Then the fun stuff starts.