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

Public Void ToDo()

Alright, been working on the graphics and trying to figure out how I want to do them, next up is implementation to see if they work or not.

Next on the list (edited):
Add in scrolling background class to handle animated water.
Edited: Change enemy movement from flat rate to time based, should help eliminate minor stutters..
Add in larger variety of vehicles on the roads

Death just doesnt have enough meaning...

Death just doesnt have enough meaning, so I threw in another gamestate.. the deathstate. I think what Im going to do is some short and simple death scene.. Maybe the undercarriage of the car seen rolling across the screen from the toad's perspective... then the squish... I dunno. Gotta give it a bit more thought and see if I cant polish it up a bit. Right now to die is just blah..

Progress video, plus some...

Alright, threw up a quick video of the progress so far. Fraps was recording and caused some slowdowns but its all good.. More below the vid...

Ambient sound, modding the original plan... did I bite off more than I can chew?

Alright, I finally got my ambient sounds, the traffic and flowing water, added to my xact project and worked into the code. The volume auto adjusts as the player moves away from the road and closer to the river, and vice versa. I do need to go back and change the curve on the volume controls a bit, but no biggee. I also got the honking sounds added in, if your on the road, the cars are gonna honk..

Skipping on 3d audio effects for now..

I think for now, I'm going to focus on finishing up the toadder game and skipping out on 3d sound which Im not quite ready to delve into yet. Im going to stick with some basic volume controls and just work on getting the game going.

XACT Triumph!

Well, been trying to figure out how the hell to get exact to loop a sound.. Didnt realize that when I upgraded to vista, I needed the .net 1.1 framework, so after playing around, I got the new xact project for toadder done, including figuring how to play a random sound using one cue, and getting my background sounds to seamlessly loop. Tomorrow I work on adding volume variables and figuring how to do 3d sound.. I'd like to do panning, but I might put it off on this project. Next goes in the new spritefont.. the one im using now is U G L Y..

Sound class working, kind of..

Well, I dug back in last night and looked at my sound class, compared it to the basic sound class from the spacewar project and dumped mine.. I've replaced the class with that one, and I like how it handles everything. I dont have any real 'music' that plays during the game (although I might later), but for sound itself, I was able to get it all implemented WITHOUT the slowdown I was experiencing previously.

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