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Tackle those tasks.

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Stephen R

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Nanodude is progressing very well. I added all the menus and the high score board. I'm not going to put in an instructions screen, there is simply too much to describe. Instead I'm going to make a pdf instructions file, and put it in the start menu folder along with the shortcut to the game itself. That should be obvious enough.

I gave the particles another once over and things are looking much better. On the advice of Kev, the resident artist I added fades to the game (so it fades into and out of each level). It makes it look so much more pro than when I wasn't using any transitions at all.

So I'm just waiting on a few things from Kev and I'll be able to finish this up fairly quickly.

In other news, I downloaded the Ogre source again (I'd deleted it from my machine for some mad reason). Just reading through the code getting a feel for how the system works. I realy like the way its layed out. It makes me want to develope a decent code base for use in my projects. To date I've just started everything from scratch, though that was because I was using different APIs for each. Maul Ball was SDL, Jailbreak was D3D and Nanodude was OpenGL. I feel I have enough experience to at least take a shot at writing my own library for my games. I'm definately going to give it some serious thought.
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I feel I have enough experience to at least take a shot at writing my own library for my games. I'm definately going to give it some serious thought.
I bet you could do it.

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How much would you like to bet? [wink]

Seriously though, thanks. It would be a large undertaking if I decided to do it, but it would almost certainly pay for itself in time saved later on - despite the anti-engine rhetoric that seems to get thrown around a lot here.

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