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SpeedRun's Journal

PostMortem :MPong

Posted by SpeedRun, in MPong, PostMortems 25 February 2013 · 744 views

I have decided to stop working on MPong. The reasons for this includeI have been working on MPong for so long that it was tough to find motivation to continue working on it.Although I was continuously adding features to the engine, I was not building up my portfolioI want to test my engine with another game and see how much of the code is actually reusabl...

New Release : Mpong

Posted by SpeedRun, in MPong 10 February 2013 · 756 views

I have a new setup on the Pong Clone that I have been working.New features include Help ScreenOptions ScreenPause Screen (in game)Music and SFX The setup can be downloaded here The archive can be downloaded here

We have sound

Posted by SpeedRun, in MPong 16 January 2013 · 689 views

I have written a wrapper around DirectSound to take care of the sound. I have also background music which was taken from http://www.nosoapradio.us/ I am currently working on a Options screen which allows to disable/enable the SFX and music channels and also set the respective volumes.

New Release : Mpong

Posted by SpeedRun, in MPong 20 December 2012 · 756 views

So I finally got around to making an installer using nsis.The setup can be downloaded here Edit:The Archive can be downloaded here ScreenShots  

Playable Prototype

Posted by SpeedRun, in MPong 18 December 2012 · 704 views

I have finally got a playable prototype up and running.
The game supports both Single Player and Multiplayer Modes.

This also means that I have the following modules finished
  • Game Logic

  • Graphics

  • Input

  • UI

  • AI
You can see the whole list here
What does making Pong...

Added Game Elements

Posted by SpeedRun, in MPong 03 December 2012 · 528 views
I have added the basic Game elements which are
  • Walls
  • 2 Paddles
  • 1 Ball
I have also added a UI to display the score.

I have also written a model converter which takes an wavefront .obj file and converts it into a format which is easier to parse in my game engine. Currently the converter writes out the
the total number of...


Posted by SpeedRun, in MPong 28 November 2012 · 486 views
The last few weeks I have been moving my code from DirectX 9 to DirectX 11. Needless to say, it has been a time consuming process. I had to throw away a lot of my old code since DX11 changed the way things work. In the process, I ended up re-factoring a lot of my old and adding new elements.

Since I have got most of the base code in, I have started...

June 2016 »

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