A lone coder, a lot of distraction, learning xna, oop and c#.. Ouch!

Cannon #12 submitted again..

Ok, so I re-submitted Cannon #12 for peer review again. This is going to my last chance since my free membership expires on the 1st.. so Im crossing my fingers. Im going to try to rush and get Kollectiv up there as well since I have the next 4 days off.. So we'll see. Crossing my fingers tho!

 

Ban MU's! Arg!

Just when you think you finally have all the kinks worked out, someone has to go pull out the memory card while it says Loading... seriously. Dont touch it!!!! Leave it alone! You have no reason to pull it out! I know there are people out there who would.. but man.. I say we just BAN MU's.. they're a pain. Use your hard drive.. its there for a reason..

360 Crashes and rewriting things to fix them... Plus my first 3d rigged animation.

 That sucked.. I knew I was pushing it throwing Kollectiv and Cannon both up for review.. But I also knew I'd get valid feedback from it, and the week wait was no big deal at all, especially with my schedule. So I started working on correcting the issues with Cannon and discovered more, and a few limitations with the way I was handling the storage device.

In order to preserve the opening experience, title splash, company splash, etc.. I had the user select the storage device as the very first thing when the game ran, then played through all of that.. It worked.. but then I discovered while I could select the storage device with the 2nd controller, if I cancelled it I got the proper message telling me I needed to select one but I couldnt close the messagebox without hitting the close on player 1.. doh.. Well that

More work to do...

Ok, so I have some more work to do. Kollectiv and Cannon both have issues with the spritefonts and the thousands separator. I could have sworn I went through all the fonts to make sure they included everything up to char 160, but apparently not. Plus looks like I need to make some input changes.. If a game is going to get failed in review because you start it with one controller, then pick up another controller and just because the menu works, you expect it to work . ah well.. I know what I need to do and the 7 days gives me plenty of time to get them fixed and back up there.. =) 

Kollectiv 360 going up for final playtest tomorrow..

Well, I have 99.9% of the tutorial done. I just need to make it save the variable that says you already did it, check for spelling and then throw it up on playtest for the last time. I do believe since Cannon #12 is going to be a $1 game, Im not going to build a tutorial into it. Kollectiv though I did.. I think I'm going to call it feature complete right now as well and I'll fix bugs, but I'm not going to add anything else..  

Swatt done.. except some art & sound..

Well, Swatt's done except for some art needing redone and sound.. so within the next couple days I'll throw it out there for download.. just gotta replace the borrowed art and add sound.  In the meantime, since I dont feel like continuing on that right now, it's off to put in the Kollectiv tutorial.. 

Swatt almost done..

Well, Swatt is almost done.. then I reallly need to get back to work on Kollectiv. All it needs is to finish up the tutorial really.. I just got distracted as usual.. Swatt though is almost done, only needing high scores.. and I'm not even sure exaclt *how* I want to handle that. Without writing my own text input routines.. which I dont want to do right now.. so I might limit it to 3 initials like classic games and save the top 5 scores.. Considering I never expected to turn this into a full game, well.. I also have to redo some of the artwork that was umm, borrowed..

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