Archive for November, 2007

Progress

This week I managed to make some progress:

  • working captain portraits! Also uses the inbetweens, which UQM doesn’t seem to?
  • collisions are better, but not yet 100% like the original
  • Druuge and Syreen bullets added

I think as far as weapons go I’ll just add all the simple bullet types first. To my surprise lasers are going to be trickier than I thought. So I’ll leave them for a little later while I figure out how they work in SC2.

One thing I am thinking of trying is replacing the old Left/Right turning with the XBOX analog joystick. So it will be alot easier to fly those ships that have fast turning rates. I do expect it to change the effectiveness of some ships- Imagine an controlling the Orz ship , flying with one stick, and controlling the rotating cannon with the the other..  :O

A quickie

Gonna keep it real short this time, this week has been mostly tied up with moving houses. 

What have I done on SC2?   Hmm.. Well, added some Supox bullets, that was easy.  Then I was working on the Earthling point defense, but that is still WIP. 

Thats about it!  I will have more progress once things settle down here.  :O

Code cleanup

This week spent quite a bit of time working on the game this week. My eyes are feeling a little strained :P Well, nothing really interesting added this week, mostly just code cleanups before moving on with new weapons.

So heres the stuff I was doing :

  • replacement of old bitmapShapes with the new spriteShapes
  • converting old races into static classes
  • fixed screen wrap tracking error in missile
  • started work on asteroids
  • figured out how to draw lasers

On the Todo list:

  • fix arilou collisions so it bounces off
  • make it so collisions dont interpenetrate

Before I do that stuff, I might add some more weapons for fun instead :) Collision stuff is boring!

New Video!

New stuff this week: Fixed rockets, C# delegate functions, spriteshape class!

So I got those rockets working not too long after last weeks post. The Y axis is still inverted which is ok but the real problem was that my degrees / radians were pointing in different directions. Very bad, but fixed now :p

Since SC2 (and probably every other C game) uses function pointers, I’ve been looking for a way to do it in C#. Today I have finally stumbled on how to do it :)
Theres a good explanation of them located here: http://www.csharp-station.com/Tutorials/Lesson14.aspx

The new spriteshape class is very simple. It just holds display offsets for the sprites, along with a string to the texture resource. So now I get to convert everything to use the new way, woowoo :p

And finally I uploaded a new clip, featuring missile action!