Archive for September, 2007

Doobedoo

Not much new this week-

Since ships can finally blow up, its time to make it loop back to the ship selection screen. But looking at my code, I think my code could use some tidying up, like creating classes to hold some of the loose variables that were sitting around. So thats what I’ve been up to lately!

Video!


There ya go, a short progress vid :)

Blammo!

Well since I had the planet collision in, I decided to recreate the ship explosion next.  So here it is!  :) 

kaboom.gif 

A pretty simple manner of adding some animated particles.  Note that my code is based off the Spacewar XNA sample, so some of these things are already in there and only need a little modding to work :)

Another week

So another week, and time for another update.  Lets see, whats new?

Well, I added planet hit detection, energy and crew bars.  Again, it doesn’t seem like that much.  However, since the ships now lose energy when bouncing off a planet, its starting to seem more like an actual game   :)

There are some inconsistencies with the original, like when a ship hits another, the physics seems different.  So a little debugging there is necessary.

Long Weekend Progress

Not that much progress this weekend, but I did spend a lot of time finding and fixing a bug in the pixel collision. 

So now the ships are hitting and bouncing off eachother, but theres still more work needed on the physics so mass and velocities are factored in.   After that I can add collision to the planet.  Woo!

Hmm not a very exciting update, maybe I’ll capture a video next time or somethin :P