Archive for June, 2008

A Week Off

No new progress to report this week, my time was spent working on my flash game project.

I wanted to catch up a little since its been taking longer than expected to finish.  My personal deadline on it is mid-July, so I’ll still probably be distracted from SC2 for a lil while, but not too long.  :)  I think this week I can at least get the Slylandro lightning implemented.

More things done

Pretty good week, I knocked alot of things off my todo list.  Much more than I was expecting to get done :)

  • Fixed Kohr-Ah blades homing
  • Fixed Supox special
  • Melnorme Special
  • Orz marines (mostly working)
  • Drawing objects onto the ship portrait (Vux limpets)
  • Slylandro Special & movement
  • Race names above the ship portrait (needs tweaking)
  • Fixed the lasers up a bit (probably still needs an eventual rewrite)

After all the ships are done, I still have some bugs to fix, but here is  what I plan to do immediately afterwards:

  • 4 person Multiplayer!
  • Xbox-LIVE networking!  (I am guessing this will be crazy hard to do)
  • 16 player mode?

Exciting times ahead :)

Play XNA games on your Xbox for free!

Some cool news this week, the Dream Build Play has been announced and they’re giving out FREE 12-month XNA trials!

All you gotta do: Register for the Dream Build Play Contest, install XNA on your computer, grab XNA Game Studio Connect for your xbox, then you should be able to deploy.ccgame file to your xbox! Actually I’m assuming that’s how it would work, perhaps someone could verify? :) Thats how it works on a non-trial membership at least. Anyway, theres no xbox build ready yet, things are still buggy here.

New this week: Chmmr Zapsats & Tractor beam.

The number of ship features left to implement is getting really low:

  • Melnorme Confuse ray
  • Orz Intruders
  • Slylandro (everything)
  • Bug fixing on the lasers

I am thinking perhaps in 2-3 weeks all the ships should be about complete. Crazy!

PS: Play Roogoo! :)

On the Xbox

New this week: Ur-Quan fighters & Ilwrath cloak

So thats about wraps it up for the classic SC1 ships. The fighters die when they run into a planet though- unlike the original where they make their way around it, so gotta fix that later.

I also added the ability to fill in sprites via pixel-shader instead of manually setting the color data in texture file. Its a more elegant solution, which makes it snap to do the Utwig shield and Ilwrath cloak.

In other news, I’ve been holding off for a long time but I finally bought a CC membership. So the game is now running smoothly on the XBOX360, and its pretty cool. I just tested it for the first time with two controllers, and it works! After all the ships are working, I want to see what four players is like :)

Wootz!

New Build

Time this week has been divided between this and another project I have started, a small flash game.

Things implemented this week: New style rotations, the Chenjesu DOGIs (not thoroughly tested) and minor bug fixes

NEW BUILD HERE: http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM_XNA_Melee.rar

Keep in mind only player #1 gets to spawn as a new rotation style ship, and all AIs still use the old 16 degrees. Also remember to toggle through views (when in Challenge mode) using the Y button(xbox controller), or Y key(keyboard).

I have almost all the original SC1 ships functioning, only the Ur-Quan fighters, and Ilwrath cloak remain. I did do some work on the Ur-Quan this week- right now you can send out fighters but they do not attack / return to ship.

In other news, the XNA Community Games beta is up, so people can now submit games but unfortunately only CC members in the US can download at the moment.

Frungy time!