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About AdamDrew

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  1. I've been writing a 2d game which has a minimal amount of sprites. Most thing are done in the code rather that being imported assets. This is because my focus is on programming, but I can do a bit of artwork/asset creation if pushed. I'm at a stage where I want to spice up the visuals a bit, mainly the backgrounds. So should I buy some assets, or is that considered cheating. I'm not sure how I feel about it personally. I'd love it to be 100% my creation, but it would definitely speed thing up. Thoughts?
  2. AdamDrew

    Desktop Game (Literally)

    Maybe it could be used as a mechanic to break the 4th wall. I know a lot of games that boast that kind of quirky self awareness, and for a small portion of the game you could go exploring your desktop.   But yeah, I used to have a lion that would strut around. I think it came with a mane to put around the screen!
  3. AdamDrew

    Getting started with game programming

    Although there is a benefit to learning multiple languages, GameDev is not the place to do it, especially if your starting out. There's so many concepts just in the physics alone to learn, so I would stick with something you know. If you want to learn another language and go through the "Hello World" phase again, then I'd get to grips with the basics and get fluent in it first, without all the extra game junk.   In saying that, there are benefits to using certain languages for game development, but java is powerful enough to meet most requirements.
  4. AdamDrew

    Visual Tools For Debugging Games

    Great article, made me think about the different ways around a game bug. It has to be said that developing a game has some really unique problems when debugging as all calculations are hidden and the only clue at runtime is often what's happening on screen. In, say a web application, bugs are a lot easier to locate.   I agree with Glass_Knife. Sometimes having an output displaying pixel positions etc can be more confusing than helpful. One of the things I do when debugging is use a primitives library that allows be to quickly add a square or something, so I can see what the calculations are translating to when it comes to drawing the frame.
  5. AdamDrew


      Feel free, would appreciate your thoughts!
  6. AdamDrew

    XML Serialization

    If you're using Visual Studio, you can literally just start writing XML, laying it out how you think is best, then create a schema, using the create schema tool, then use the schema to classes tool in the vs cmd to output a .cs file with the class representation of your xsd. Then you can do something as simple as: // Deserialisation TestData testData = null; XmlSerializer serializer = new XmlSerializer(typeof(TestData)); StreamReader reader = new StreamReader(path); testData = (TestData)serializer.Deserialize(reader); reader.Close(); With TestData being the class that the xsd to classes program made.
  7. Hi,   So I recently found this tutorial: http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html   It's great when you just need some basic lighting for your 2d game, and with a bit of modification to the shader, you could easily add in some ambient lighting.   Using it as a starting point I managed to create some shadows without changing the shader at all, and using what I think is some pretty nifty techniques.    [attachment=25891:testlightingsshot.png]   My question is, would you be interested in a write up of this, as I'm pretty sure I couldn't find an article/tutorial which uses the same combination of techniques to achieve this. I imagine for a lot of you this would be quite basic stuff, but I've learned a lot just going through this process myself.
  8. AdamDrew


        Pretty sure this is why all my previous attempts at making something have fallen by the wayside! Sometimes work just gets too much and when I get home the last thing I want to look at is a screen. Are you in the same situation, or have you gone full time?
  9. AdamDrew


    That was one of the articles that got me started, and is really good, with lots of relevant bits, but ultimately too complex for what I needed. So don't expect anything that in depth, it's essentially some simple algorithms to build up a light mask for the scene, which is passed to a shader. Still, I think it could be useful for some people who just want some shadows, and want to know some of the abstract concepts.
  10. AdamDrew


    So I suppose I should say hi. I'm Adam from the UK.   I'm a full time software dev by trade, mainly doing asp.net, but I make games by night using XNA/Monogame. I've been on and off gamedev for a while, jumping around with ideas and different approaches, so I've never finished anything (except a pong game I made a while ago).   Working on a platformer at the moment, currently stuck on shadow creation, but I'm getting there. Maybe when I'm done I'll submit a really basic article on my version of light and shadow casting in a 2d environment.   So hello all, I look forward to talking to you!
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