Current Projects
| Kollectiv | ![]() 83.2% | 29 June 2008 |
| Flutterby Flocking | ![]() 90% | 12 June 2008 |
| Suey | ![]() 51% | 05 May 2008 |
| Toadder | ![]() 89% | 05 May 2008 |
| Starskimmer | ![]() 21% | 05 May 2008 |
| Kollectiv | ![]() 83.2% | 29 June 2008 |
| Flutterby Flocking | ![]() 90% | 12 June 2008 |
| Suey | ![]() 51% | 05 May 2008 |
| Toadder | ![]() 89% | 05 May 2008 |
| Starskimmer | ![]() 21% | 05 May 2008 |
Well, I worked out the problem when the playfield shrinks and the blocks are still coming but out of range. They now simply move into range.. This is much easier to handle this way. I had thought of a few other solutions, but it would have been more complex than it was worth I think.
I also started adding in all the code to handle the three different game modes.. Then realized I better get all the 'polish' and missing portions like level complete screens in first.. Just makes that process a bit easier. I also need to get in there and get some graphics work done still for those.. but soon.
I think were still in for a mid to end July release.. or at least a playable beta. I still need to get into XACT (as much as I hate it) and get the audio into it and then drop it back into a 2.0 project to make it easier to distribute.
Anyways, Im about bored to death with half the games I currently have, so looks like time just opened up for more coding.. ;)
Also, added 4 new screenshots of Kollectiv to the DevShots image thingy on the right.
Well I think its been enough of a break from Kollectiv for a bit. I started playing with some other ideas, learned how 800,000 getdata calls on a texture is realllllllly slow.. and now its time to get back in there and finish Kollectiv up. I think the first step is to add in the bonus/end of level screen and the game over screen that will lead into the high scores entry page as necessary. Im still debating on whether to have the playfield shrink down or leave it alone, and if it shrinks how to handle blocks currently onscreen coming in at a location on the playfield that doesnt exist. Soo still got some thinking to do.. More later.. maybe...
Was at work the other day and just decided to test my line for the fun of it, and sure enough, instead of 1.5 meg dsl I can now get 12 megs.. something on my line makeup is preventing me from getting 20 meg speeds.. ah well.
If you live in a region served by Qwest DSL and want to see if you can qualify for the new Fiber To The Node DSL at 12 or 20 meg speeds, mail me @ cdxgames at q dot com!
Also, updated and added the source code to the Flutterby Flocking demo. Works great for getting enemies into formation and keeping them flying around in formation right now! Click here or on the Flutterby link in the projects list to get the source. XNA 2.0
I know its bad practice, but at the moment I'm taking a short Hiatus from Kollectiv, and I'll get back to work on it soon.
I've always wanted to do a platformer type of game, but I don't like tiles so I want to use a large level image and pixel perfect collision. I have the pixel perfect part down, but for the life of me I can't figure out how to determine where on the sprite the collision occurred and then come up with a displacement vector2 to resolve it..
Any ideas? Post em on my thread on the creators club website here. Relevant code snippets are in that thread as well.
* XNA 3.0 CTP Project.
** Only the top center platform is tested for collisions..
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