30 November 2007
| FINALY!!! |
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It don't look like much But it was the first level I made for Bert.![]() Labels: Bert Higgins Redux, Game Dev, Screenshot, XNA |
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posted by Dave Henry at
20:13
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29 November 2007
| The subtle art of code conversion. |
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| Well last night I spent a little time working on the MAP file loader for the Asset Manager program, and I have this to say about Paul’s code, YOU’RE A GIT!! Who in their right mind writes their own “getword” method that swaps the bytes around? Most normal people would use something like:- Return = (short)(getc(file) << 8) + getc(file) NOT:- Value1 = getc(file); Value2 = getc(file); Return (short)(Value1 + (Value2 << 8) WHAT WERE YOU THINKING!!! Added to that is the fact that the LRE compression for the file is just a little odd rather than keeping the whole logic in the one method it’s spread over three methods with a global short for the value you just got, but I think I’ve got most of it sorted. Labels: Asset Manager, Bert Higgins Redux, Game Dev, XNA |
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posted by Dave Henry at
15:38
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27 November 2007
| No really, I have done some work.... |
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OK so I’m a little late with my report for this week and I don’t have the screen shot I promised, but I can tell you I’m cheating… Well I don’t see it as cheating really because I had to read and fully understand the code before I thought “bugger it. That’ll save me some time”. “What are you blithering on about Mr Henry?” – I hear you cry, well, I’ve always had a problem with writing games in that I spend most of my time trying to put the menu and game state system together that I never get round to writing the actual fun stuff of the game and the times that I’ve just jumped straight in and done the game I don’t get round to doing the intro or settings system. This time I’m just going to use the Game State Demo for XNA, not only because I like the simplicity, but also because I’m a lazy S.O.B. Having said that I’m part way through the tiled map sample and I think I might be able to “Tweak” it to meet my needs, I’ve got it showing a random collection of map blocks and I think that with a little more work on the map converter I should be able to use this code for the 2D render system. Then there’s also the work I’ve done on the sprite sheet compiler it takes the old PCX graphic files and reorders the sprites into my new layout rather than the weirdo way that Paul had them, but I think he had them laid out this way to make life easier in the map editor, and then saves them off in to one big PNG file. I now have two massive PNG files that will be compiled in through the content pipeline. The sound samples are really straight forward, using XACT so I’m thinking that will be a quick half a day job to integrate. Still to do is to figure out how I’m going to store and then reference the player keyboard layout but until then I’ll probably just go for the standard WSAD layout used in every FPS. Labels: Bert Higgins Redux, Game Dev, XNA |
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posted by Dave Henry at
09:14
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18 November 2007
| So little time, so many components.. |
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| I've finished work at Source Software Ltd now and I'm starting at the new place on Wednesday, so with my four day weekend I'm spending my time split between tidying up some more boxes, Project Redux, HM Tax & customs, spending time with Crispy. Yesterday and today I did some work on custom components for the Asset Manager for Bert mostly sprite selectors for editing the data object in the game. Tonight I'm going to Newcastle with Crispy, shes working, that means we'll be back sometime early Tuesday morning and then I have to go to the Tax office Tuesday afternoon to sort out my self assessment stuff from about three years ago. I'm hoping to have a screeny by next weekend. Labels: Asset Manager, Home, TAX Office |
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posted by Dave Henry at
20:01
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10 November 2007
| So Glad |
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| I'm so glad no one reads this blog, it's been over a week since I posted that I'd be working on the Redux project and I've got as for as writing the loader for two out of the eight ini files we used to run Bert, I've done nothing towards the Game engine , FX processor or Map Editor. There has been a fair bit of thinking but very little doing, I'm going to have to do more stuff. On the other hand I've got Five working days until I finish at work and then I'll be starting at the new place the following Wednesday, so, much joy there. Crispy and I have almost finished clearing out the boxes I brought when I moved in last Xmas there's just the ones that we got out of storage in June to do now :-). most of it is getting thrown out, it's starting to look like a life laundry... Anyway I'm mostly writing this post as a break in writing the ini loaders, so back to work I go :-). Labels: Bert Higgins Redux, Game Dev, XNA |
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posted by Dave Henry at
16:42
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01 November 2007
| This years Project... |
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| I'm going to build a game in XNA with the asset management app as windows forms. I know that people will say there's no point using XNA when all the main game developers are using CPP with DirectX or OpenGL, well I'm trying to prove game development theory and get this done as quickly as possible. With that the the working title of the game will be "Bert Higgins : Redux" you guessed it I'm going to reuse all the assets from the original, sprites, sound, maps, scripts and just focus on the game engine. My aim is to build this so that at the end of it all I have a game for Xbox360 as well as the PC. If I'm lucky and design it right I'll be able to rip out the main render engine and replace it With a 3D version;) but that's a long way off and only a thought. there were so many things we wanted to do with the original but the crew broke up before we could even finish the second game. So with 365 days to go I'd better get a move on, I've already started reading over the original programme code so that I can write the file loaders but this is proving to be problematic, but no pain no gain. Labels: Bert Higgins Redux, Game Dev, XNA |
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posted by Dave Henry at
22:20
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