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Trying to find the time to make a platformer in C#

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DirectInput working

I've got the Asynchronous Mouse/Keyboard input working ("Game Engine Toolset Development" is a great resource!!)

Now I'm starting on my logging class. This is my first logging attempt, but it should be pretty easy.




Back to code

Though not much coding has been going on, I've been going through Graham Wihlidal's "Game Engine Toolset Development". I've started to implement his DirectInput tools into my "engine" (I really don't consider it an engine yet, but I'm working on it). By the end of this weekend I hope to have the input completed as well as a logging class.

I'm also still reading/researching about networking as I'd like to include at least some type of lan multiplayer.

On a side note, I'm really looking forward to E3. Should be some interesting presentations from the big 3, and I'm really looking forward to see the types of gameplay developed for the Wii.

Also, I think I'm going to need rehab for Oblivion.




Oblivion owns me.

Not as much coding done this weeked as I would've liked (spent most of the time either remodeling our bathroom or playing Oblivion) but I did get some work done. I did some refactoring, added a diagnostics class, and read more of my C# networking book.

I'm still having problems with displaying my tiles though. I guess I don't fully understand the screen coordinate system. If I mess around with the numbers I can get it to display properly, but I'd like to understand it. I'll try to get that figured out tonight.




Process improvement is fun!

Just got out of the "Causal Analysis and Continuous Improvement" class at work. Had some fun making some Pareto and Cause & Effect diagrams. I really was not looking forward to another process improvement class (was bored at other, similar classes), but actually learned some new things and found the importance of it. Guess I can't make fun of ALL our processes.

I hope to get some game development time in tonight after my wife and I watch King Kong. I'll get an update up as well.




And so it begins...

Well now that I've paid for a subscription I have to code right?

Being my first post, I guess I should tell a little about myself. I'm a 27 year-old software engineer from the midwest. I've been programming mainly in C++ and C, but have been forunate enough to work in development with C#. For the past 3 or 4 years I've attempted to start writing games. I'd get that initial high, work hard for a week, and then let off because of time constraints, family, boredom, lack of knowledge, etc. These past few weeks I've jumped back in again, and have found that coding games is actually a great stress reliever for me.

So here I am, let there be progress!

Game update 1:
I've got the game idea written down (even with a few crude class diagrams), it will be 2D and fairly simple, but I need to prototype some core functionality first. (read: I need to learn how to do some things)

I will be coding in C#, using Managed DirectX. These past few weeks I've been able to create a window and display a tile map read in from a file. I've still got a few bugs to work out with displaying the tiles and the screen coordinates, but a good start for me.

Here's my rough list of things to do over the next few months (in no particular order):
- Display tile maps properly (I believe it's a scaling issue)
- Get the map to scroll smoothly
- Display a user-controlled sprite
- Do collision detection
- Create a map editor
- Create weapon/bullet/powerup classes
- Weigh pros and cons for side scrolling vs top down

Then farther down the road:
- Multiplayer networking (I'm currently reading "C# Network Programming" by Richard Blum)
- Particle engine (for explosions, smoke, etc.)

There probably won't be any real fast progress being as I have a wife, daughter, and full-time job. But I plan to work on it during the evenings and weekends. My goal is to have a decent game (by my standards) complete by the end of the year. I'll keep this updated and hope to get some feed back from you all.

Have a good night.



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