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

Shots From Swatt!

 Just a couple quick shots from my little Zune HD project, Swatt! These are in game shots taken with the XNA Device Manager.

 Almost done with it.. surprisingly enough.. So far, the Zune is wonderful to work with!

Kollectiv took a brief Hiatus while I play with my new Zune HD

Well, I blew the 220 I shouldn't have and picked up a 16 gig Zune HD.. Needless to say immediately Kollectiv got put on a short hiatus while I learn to play with the new toy.. I already have Swatt! 's main menu, instructions and credits done along with a preliminary gameplay screen going. About 3 hours work creating the art, or rather editing borrowed art, and coding and learning how to play with the touch screen. The only thing I've experimented with so far though is determining whether the screen is 'pressed'. Released would probably be just as easy, but i haven't delved into dragging or playing with the accelerometer yet. 

Im reallly impressed with the Zune so far, and considering this is my first Zune period, im loving it.

General update for multiple projects.. & praise for my new artist ;)

Ok.. the good stuff first! After sitting on The 10 Gallon Squiggle for 6+ months now without "useable" art, I finally found an eager artist to help me out! Daniel posted on the XNA forums and really surprised and shocked me by already having started working on models for the game within 24 hours and sending me a couple shots of the progress. I have to say thanks to him and Im impressed. Most of the time you get no response, or they start and you never can contact em again, but this guy has impressed me so far and I look forward to seeing what he comes up with!

WHY dont people read instructions??

One thing that bugs me.. People don't read instructions. You can put the instructions all over, but people still don't read them. They skip the opening sequences as either boring, or something. With every game I've put on playtest, thats seems to be the #1 issue. I dont like putting in tutorials. I really dont like putting in instructions. Thats part of the fun of a game is figuring out what you're supposed to do, but when I do, I prefer to add them as part of the game.

Almost there.. I wish the 360 could multi-task as well..

Well, I'm almost there with Kollectiv 360, then I'll get cracking on updates to Cannon #12.. Kollective has only got a few minor things to work on now. 1) enlarge the game text a bit where needed.. and 2) Design the tutorial.. I still have issues with putting in a tutorial mode, but it seems most players dont read the option entitled HELP.. ah well. For some reason my save/load code isnt working right.. its supposed to allow you to skip the tutorial, save that choice to the xbox so it doesnt present it again and then go.. For some reason, it just wont save.. ugh..

Lessons learned.. the hard(coded) way...

You know, you constantly see people on the different forums talking about making your code modular. Dont hard code this. Dont hard code that value.. blah blah blah.. You'll never be able to reuse that without rewriting it.. blah blah.. stick it up... nevermind..  In your mind you're thinking, who cares?! It's not like it makes a difference! It's MY code not yours.. So, in an effort to hurry things along, and knowing for an absolute fact that you're not going to have to change this menu class.. its perfect.. you hard code a *LOT* of values into it.

Cannon #12 re-released to playtest!

Cannon #12 re-released to playtest!

2 down.. 3 partly to mostly finished projects to go!

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