Ok, so although I've had a rush of other things that have popped up...like Cub Scouts and Scribblenauts...I have to say I've been a little discouraged with "Deep Blue". I had the goal of breaking the game and restructuring it, then putting it back together. Well, I managed to do the first part reeeeaaaally well. Maybe a little too well.
I've had trouble finding a way to approach "fixing" the code. I begun following the flow of the game from the beginning and fixing things that were broken along the way, but with the whole thing a wreck it made it impossible to compile and thus, test.
Then I tried looking at the debug code and fixing things one class at a time, beginning with the class with the least amount of errors. I found it proved very hard to tell if I was making progress or not. Again, without the ability to compile, it's hard to get a good feel for progress.
I THINK the restructuring was going pretty well. It definately cleaned up the main game class a ton, but I had no way to test.
So I spoke with a couple of friends at work skilled in programming and Mr. Jim Montgomery (honestly one of the most impressive sounding names at work, you really have to say the whole thing) suggested commenting virtually everything out in the main game class, just to get the game to compile and slowly turn things on one piece at a time.
So that's was the new plan. Even if I had to comment it down to a blue screen, I was going to get it to run again.
After my initial tests, things seem a little better than the worst case senario...after a ton of commenting I've returned to a logo screen, to a splash screen, to a menu screen (and the menu still works). And now begins the slow process of turning things back on and fixing as I go.
Thursday, September 24, 2009
Friday, September 11, 2009
Sucker Shark
The new book has arrived
The new xna book I ordered has finally arrived and I'm definately going to have to step up my progamming skills to put it to use but it looks like it will be very help on many fronts. I really like the way it's presented, in a "problem/solution" type of manner. It definately wasn't designed to be read through in a linear manner. It's more bite-sized bits of programming.
The majority of the book seems to be centered around 3d games, which will come in handy later, but there are also several lessons or segments on things I've been wondering about for "Deep Blue", such as save game states, game components, and signing in to xbox live.
So I'll be reading through sections this weekend.
The majority of the book seems to be centered around 3d games, which will come in handy later, but there are also several lessons or segments on things I've been wondering about for "Deep Blue", such as save game states, game components, and signing in to xbox live.
So I'll be reading through sections this weekend.
Sunday, September 6, 2009
Good 'n Broke
Oh yeah, she's good 'n broke now captain.
And I now have a plan "A" and "B". Plan A: is I continue trying to straighten things out as is (a plan that's taking much long than expected). Plan B: I've got my new XNA book coming in and maybe I'll find something that will help and make things click in there...but that isn't supposed to arrive until the next Friday :(
So, back to plan "A" for now.
And I now have a plan "A" and "B". Plan A: is I continue trying to straighten things out as is (a plan that's taking much long than expected). Plan B: I've got my new XNA book coming in and maybe I'll find something that will help and make things click in there...but that isn't supposed to arrive until the next Friday :(
So, back to plan "A" for now.
Thursday, September 3, 2009
Purchased a new XNA book
Just ordered a new book from Amazon: "XNA 3.0 Game Programming Recipes: A Problem-Solution Approach (Expert's Voice in XNA)"
The bad news is, it's not going to get here before my extended Memorial Day vacation is over. Whenever it gets here I guess we'll see if I've graduated past the "beginner" XNA developer stage.
Working on more concept art at the moment centered around the game's story.
The bad news is, it's not going to get here before my extended Memorial Day vacation is over. Whenever it gets here I guess we'll see if I've graduated past the "beginner" XNA developer stage.
Working on more concept art at the moment centered around the game's story.
Stone Squid Animation
Here's a look at the initial animation test for the heavily armored "Stone Squid".
I has no ranged attack but instead rams the player with it's heavy protective forward shell.
(rss feed folks may have to follow this link to view the video http://deepbluexna.blogspot.com)
Music is excerpt from an original piece for the game.
Wednesday, September 2, 2009
Christmas Lights...
I like Christmas lights, I really do. All bright and shiny, flashing and twinkling. They really set the mood for the holidays. However, putting the lights up may be one of my most disliked tasks. You dig out the box from the attic, open it up and pull out a huge ball of wires and bulbs.
No matter how well you TRIED to pack everything up the year before, it always ends up a mess. A mess you spend probably just as much time untangling, sorting, and testing as you do actually hanging the lights up.
"Deep Blue" right now is a lot like that ball of wires and bulbs. It's going to take a lot of untangling, sorting and testing to get things all straightened out. But I still believe that I will be able to get it all done, and when I do it will finally be done in a way that will be easy to adapt to and use in the future.
I'm studying the platform sample that was included in the XNA documentation at the moment. It's something I probably should have done, and would have done earlier had I know where to find it. Anyhow, I'm reading up on loading in an external file for level design and also still trying to encapsulate the classes in an intelligent and helpful way.
I'd say "cross your fingers" but at the moment, I don't think I need anything else crossed.
No matter how well you TRIED to pack everything up the year before, it always ends up a mess. A mess you spend probably just as much time untangling, sorting, and testing as you do actually hanging the lights up.
"Deep Blue" right now is a lot like that ball of wires and bulbs. It's going to take a lot of untangling, sorting and testing to get things all straightened out. But I still believe that I will be able to get it all done, and when I do it will finally be done in a way that will be easy to adapt to and use in the future.
I'm studying the platform sample that was included in the XNA documentation at the moment. It's something I probably should have done, and would have done earlier had I know where to find it. Anyhow, I'm reading up on loading in an external file for level design and also still trying to encapsulate the classes in an intelligent and helpful way.
I'd say "cross your fingers" but at the moment, I don't think I need anything else crossed.
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