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dangerz

Member Since 26 Oct 2011
Offline Last Active Sep 09 2014 08:21 PM

Posts I've Made

In Topic: AstroMiner

11 December 2011 - 02:49 AM

No problem. I think I've actually fixed this, but the unfortunate thing is that I can't release the fix. I'm in the middle of adding multiplayer support and the code is not in a release state :/ I'll post up here when it is.

Thanks for the heads up!
Roy

In Topic: NXNA = XNA in C++

07 December 2011 - 02:57 PM

What kind of implementation are you talking here? Is it a direct drop-in like MonoGame? How's the performance?

Looks very interesting.

In Topic: AstroMiner

06 December 2011 - 11:24 PM

I've been working on multiplayer a lot lately. I've hit a lot of hurdles, but I have a path forward and I'm following it. You can see the full details here: http://dangerz.blogspot.com/2011/12/multiplayer-milestones-and-summary-of.html

I also have a summary and lots of screenshots of my year in game development. I'm hoping to have the first multiplayer build complete within the next 2 weeks (in time for the holiday break).

In Topic: AstroMiner

01 December 2011 - 10:07 PM

New release tonight. Here's the changelog:
  • All items and blocks now have their own floating graphic.
  • Memory leak in floatingItemsManager has been fixed.
  • Fixed bug where breaking glass could destroy tractor beam.
  • Fluid engine has been completely redone from scratch.
  • structuresManager draw() method has been optimized.
  • The higher the player goes, the less thick the asteroids become.
  • Pipes can now be placed inside of blocks.
  • When a player is on the ground and they place an item, it gets placed 2 blocks below. This has been fixed so the item is placed directly below.

This version has an important map update. You cannot play your old maps until you convert them.
Follow the directions at http://www.astromine...?f=4&t=66&p=126 to convert.


This also has better logging/exception handling, so if you test it Ryan please let me know. You can find the log file in the astrominer folder. It'll be called game.log.

In Topic: AstroMiner

27 November 2011 - 09:37 PM

I released a new build tonight. It can be downloaded here: http://forums.tigsource.com/index.php?topic=22847.0

There is a lot more debugging information being logged now. That'll help me narrow down Ryan's problem. Here is the full list of changes:


  • Radar
  • Better Mouse Controls
  • Beam lights up the area around it
  • More Base2
  • Performance updates - more specifically, the structures draw method and the world draw method have been combined, giving me an increase in 30fps. Player won't notice because the game is fixed at 60fps, but it gives me more leeway for when I want to add features in the future.
  • Chests now drop items if they are destroyed
  • W and A can now be used to control the menu.
  • Top left GUI can now be modded.
  • Ability to turn audio on/off has been added to the options screen.
  • Logging support has been added. A game.log file is created in the root folder.
  • Background track from Connor Humphreys - Artist of the Fortnight (1 of many!)

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