Springport, MI
Information and media regarding our current project.
I was able to fix the only other huge bug (at the moment anyway.) The way I had the save system setup was pretty naive, so there was a really good chance of a new game save overwriting an older save. I was naming each new save as "Save " + (number of saves + 1), so if you created 2 saved games (Sav…
Well, I squished bug # 2 from last night. Some of the coroutines seemed to be getting stuck in memory and were getting updated multiple times, which was causing the system to slow and Xna started calling my Game.Update method multiple times.
I hadn't updated the conversation display to the new UI sy…
I hadn't updated the conversation display to the new UI sy…
I spent the day trying to get rid of two major bugs and adding a little something I missed:
Bug 1 - Pathing Issue: The pathing gets messed up when the user clicks a lot. The way I had it set up, when the user would click while the character was between two nodes, they would teleport to their destina…
Well, SAGE is finally finished; this is prototype 3 which marks the end of all of the features I was planning on adding. There are still a few bugs and such (I found three bugs and two things that need to be changed while recording the new video) plus a lot of needed polish, but all of the features…
I got hosting set back up the other day and I've been playing around with learning some jQuery and such (which is amazing.) I spent my lunch hour and most of the time after work getting an 'accordion' system working. I started out with a pure CSS design, which was great, but I wanted a nice smooth …
Just another quick update before I head to bed. I spent the most of the evening completely rewriting the majority of the state system as well as a good portion of the rest of the engine. I was running into a lot of issues because things were getting really out of hand. For instance, the currently l…
Well, no more pretty screenshots today. I spent a little bit too much time on UI Skin earlier, but saving and loading is now completely integrated. It's going to be a day or two before I can show it off as I don't have the in-game menu done (so I can't save, go back to the menu, and then load), but…
Just a quick update. I'm working on refacting the UI code as it's becoming a garbled mess and causing a lot of issues; I was working on integrating the game state system with everything and all of a sudden the inventory overlay started showing up everywhere is just one example. I've got almost all …
Well, I knocked out a couple of the screens tonight. Here is a shot of the title screen:
(Note: these are just mechanics and symbols; I'll work on prettifying them once a project is chosen.)
Here is a shot of the load game screen:
Read more in Beals Software
(Note: these are just mechanics and symbols; I'll work on prettifying them once a project is chosen.)
Here is a shot of the load game screen:
Read more in Beals Software
Video for version 2.5 is up now. The majority of the changes are in the backend; I spent most of the day getting the rest of the scripting mechanics in place. There is only one item left to do and it's not all that important (the ability to use an item on a scene object/character from script; nice …
Well, while finishing up the 2nd prototype for SAGE I found a pretty glaring design in my codebase: my AnimatedSprite class has state data, so it doesn't cache well. I could get around this by cloning it when loading, but that would be a very large band-aid and leave me a MUCH bigger mess to clean …
I ended up having to rewrite a good portion of the engine so that it wasn't all hacked together. I was having quite a few problems with introducing UI elements into the equation because I don't really have a way setup to handle input in different places at the same time. Long story short, the inven…
I got the verb selector system up and running. If you'd still like to cast your vote in poll from the last entry, go for it; I just chose my favorite of the layouts to get the system working.
Here's the new video, showing the verb selector and the other changes:
[media][/media]
The backend isn't very …
Here's the new video, showing the verb selector and the other changes:
[media][/media]
The backend isn't very …
What's your preferred verb selector in a Point and Click Adventure game?
Anyone can add an option, so if I've missed any feel free to add them.
Just a couple options I did a quick mockup for:
I am working toward getting an update to SAG…
Anyone can add an option, so if I've missed any feel free to add them.
Just a couple options I did a quick mockup for:
I am working toward getting an update to SAG…
Just a small update today. I spent the weekend with my family and haven't had much time over the past two days to get much done, I did however whip up a scene background, added a cursor of my own, and changed the other cursors (not shown in the screenshots; I basically just removed the background b…
Sorry, no SAGE screenshots like I was hoping.
However, I do have this video:
[media][/media]
I'm just using some random graphics from around the web at the moment as my art is terrible (beyond terrible; I can do ok pixel art, but fail horribly at animating.) Once I get some more of the systems in plac…
However, I do have this video:
[media][/media]
I'm just using some random graphics from around the web at the moment as my art is terrible (beyond terrible; I can do ok pixel art, but fail horribly at animating.) Once I get some more of the systems in plac…
Coming soon! The prototype is due tomorrow and I believe I'm going to be able to get it done, so hopefully some shots then.
I spent a couple hours last night and a couple today trying to figure out why my cutscene system was not working (mainly my coroutines weren't working.) Come to find out my ind…
I spent a couple hours last night and a couple today trying to figure out why my cutscene system was not working (mainly my coroutines weren't working.) Come to find out my ind…
I got a little more work done on the platformer prototype; not too much, but the animation system is in and working and the engine plays the proper animations (well, except for when falling; I haven't attempted to add that in.) I uploaded a short video that shows off the layering and the (maybe) fi…
Scene system - Check
Items & Inventory - Check
Scene interaction - Check
Scripting basics - Check
State system - Half-check
Pathing - Half-check
Characters - No check
Dialog - No check
SAGE's prototype is coming along nicely. The state system only gets a half-check as characters are not in yet,…
Items & Inventory - Check
Scene interaction - Check
Scripting basics - Check
State system - Half-check
Pathing - Half-check
Characters - No check
Dialog - No check
SAGE's prototype is coming along nicely. The state system only gets a half-check as characters are not in yet,…
I've been working on updating the platformer prototype, correcting a bunch of issues with the collision system and per-frame offsets for the animation system. I finally got the collision system working and then completely broke it again once I added in the animation system. Turns out I hadn't teste…
I can't seem to find the post where I originally posted my animation editor and I don't have any screenshots at the moment (I'll have to dig some up.)
[Edit]
They're just shots from Windows Form Designer, but here is the old Animation Editor and Animation Preview dialogs:
Read more in Beals Software
[Edit]
They're just shots from Windows Form Designer, but here is the old Animation Editor and Animation Preview dialogs:
Read more in Beals Software
I have support for XML added in. I wrote about six classes (my current setup requires a class for each type of storage, so for each structure I have three classes; MsSql, MySql, and Xml), got finished and went "Um...why didn't I use XmlSerializer?". So, rewrote it and I now only have to write two c…
It's not a game project, but over the past couple days I've been designing and developing Beals Software's Small Business Accounting. It's very simple accounting software that basically just allows you to enter transactions, selecting a type (income or expense) and then categorizing it. Currently i…
Here comes Blocks Gone Wild 2D - Spring Break Edition!
I spent last night and tonight getting Blocks Gone Wild 2 done. It's not completely finished; the options menu isn't finished and there are more than likely a few bugs left. I might also add a high score system and a credits system, just for kic…
I spent last night and tonight getting Blocks Gone Wild 2 done. It's not completely finished; the options menu isn't finished and there are more than likely a few bugs left. I might also add a high score system and a credits system, just for kic…
Hey guys, just thought I would post another Kickstarter project that needs a little help. They have quite a stretch to cover with only 8 days to go, so if you can lend a hand I'm sure they would appreciate it.
Dueling Blades Kickstarter Page: http://www.kickstart.../dueling-blades
Dueling Blades Face…
Dueling Blades Kickstarter Page: http://www.kickstart.../dueling-blades
Dueling Blades Face…
Eventually I will get back to posting on a regular basis. It's been kind of hard as I jump from project to project so often and I hate posting about a project that I end up dumping. That will be changing very soon as I am trying to start moving forward rather than spinning in circles.
I have created…
I have created…
I have never ventured in to the land of multithreading very far; only a thread here and there when I really needed it. I honestly have never really had a need for it; my projects never really get far enough to require them. I do, however, have a couple projects that would have probably benefited fr…
So, awhile back I posted about LuaInterface and Coroutines, but I didn't get much of a response. I haven't been using coroutines much, but I've revisited the issue a few times without much luck (though, I haven't really put much effort in to it.)
Since the formatting got messed up in the post I link…
Since the formatting got messed up in the post I link…
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