Playing the game - You're given a set amount of turns, each time you reveal a colored square it takes a turn away. Everytime you reveal two matching colors you get points and your turns back. Each pair starts a combo timer (4 sec), everytime you reveal another pair in that time, the clock gets reset and a chain counter goes up. Wghen the time runs out you get bonus points and turns based on the combo chain.
Each pair revealed, reveals the surrounding blocks for a few seconds, but also explodes blinding the area. good luck and have fun.
Download the game here -
For those who don't have visualStudio 2010 installed, can get the runtime (~5mb), here -
The game also requires directX9.c or higher to run, you can find that here -
Ok I feel better now, a quick project out of the way. Time to focus on a few other thingies. I've been dieing to do some rework on my framework. Mainly making it a little easier to translate from the physics portions into the graphics portion and vice versa. As they were designed so far apart, they used different variable layouts let alone different coord systems. ie my graphics always conciders the position to be the upper left corner and the bounding box to stretch outwardfs from that. My physics component took on the convention, that position is the center of the bounding box, and size stretchs in all direction from the center. This is mostly because of my choice to use Box2D, and it uses a similar approach.
A few major rethinkerings of my renderer interface needs to be done to finally get me back on track with "Kylar's Valcano". The current system has some major limitations on how much pixels I can push. A quick couple refactorings already pushed me from ~20K triangles @ 30fps to 250K triangles @ ~40fps. This ofcourse is all at 1280x720x32 using my particle emitter as a testing ground. Which brings me to another portion that did get rewrote, but lost when my pc decided to die.
A few of the changes were me hacking around with how the emitters handle generating new particles. Wasn't nearly as efficient before, and actually account for alot of the performance improvement. Lots of redundancies, that I can only assume were done the way they were for the sake of getting it coded faster. Always fun reading comments couple years old, and seeing the programmer mind set I was in back then. Boy do I see things differently now.
Like every one else, I've always had the idea that I would eventually release my framework to the masses. Then they would all praise me like a programming god. "Oh Corey you're a genius... how is this even possible", "Oh it was nothing, now throw away that useless UDK you got over there." I can dream right?.... right?
Currently as it stands, the framework is split into several major sections with their own interfaces. Non included components are all third party, such as sound.
But as this is for me, and I alwas strive for simplicity, since my a.d.d. has me starting new project every other day. I always like to design for fast prototyping. So I'm going back to more of an all in one interface. "Cloud", is the new name I'm dubbing this interface. Though the only thing I'm rewritting is the graphics interface and renderer pipeline (sounds like alot, but really it ain't). I'm incorporting the other interfaces into the graphics interface basically. So I can have an all in one intitializer and container for the interfaces.
While you're puzzeled I'll take my leave and bid you all farewell... whatch out for the turnips.
Nextime - Talk about the rendering pipeline and Day 4 (a 2 imager to finish of the tease).