Sunday, November 04, 2007

XeO3: Demo level....

I managed to get Luca to send the test level again, so I've now put that in and have started making new alien wave's. Heres the current plan for the demo.
  1. Have the front end as is
  2. Only have 1 weapon type but allow you to power it up.
  3. Have the full weapon power up/down sequence

  4. Only a couple of baddie types.
  5. fix all current bugs before release.


Speaking of bugs, I've found another couple.
  1. If you shoot a "group" of sprites too quickly, its possible to get multiple pickups. A group is only supposed to leave 1 item.
  2. The baddie radius isn't used! This means all baddies have a fixed bullet collision area
  3. If you collect a weapon pickup you appear to lose a bullet.
  4. 2 character wide bullets don't always appear to hit baddies.
I've fixed the 1st and I'm about to fix the radius one, but I'll fix the rest later. I want to try and get some paths going.

Saturday, November 03, 2007

XeO3: Demo level

I've been hunting around trying to find the demo level Luca built, and unable to find it, I went back to Luca's web page to see what it looked like. I was somewhat shocked to discover that he actually made it just over a YEAR ago!! So much for 2007 being the year of XeO3! I've done even less this year than last year! bugger.

Friday, November 02, 2007

XeO3: Here we go again.....

I've not done nearly as much as I'd hoped on XeO3 this year. I was convinced THIS was going to be it's year. A few things got in the way, my new found electronics hobby - which should still prove interesting to others once I start to finish things, and the fact I HATE makeing levels. Always have. Hate it! Hate it! Hate it!

But I think at the VERY least, I need to get the test level done so we can at least make some progress. For those that don't know, the plan is it make a 1 level demo with simple graphics but the game playing. This lets us (Luca and I) test the game mechanics out and at the same time, make sure we're not aiming to high (or low) on the difficulty side.

So...... to this end, I've decided to try and force myself to produce a new 1 level playable demo, and to release it AT THE VERY LATEST for Christmas. I really hope it'll be WAY sooner than that (a couple of weeks would be better), but Christmas at the latest.

Then once I get some feedback from everyone that's played it, we can both start to try and put the final game together.

..........well, thats the theory. So hands up if you believe one word of it?

Sunday, October 28, 2007

Dundee "smart" city.

This is a funny one.... Dundee has been named as one of the smartest citys on the planet by some of the worlds leading experts. (HERE). I find this really funny coz it names as one of the reasons the ever growing computer games comunity there, which by definition makes me really smart - and if thats not enough to make you laugh, then nothing is.

The other odd thing is that it seems to try and suggest it was planned.

"It said the city had "continued to transform a former shipbuilding community that suffered severe economic shocks into a national powerhouse and leader in game design and sciences"."

Now.... I find it odd - being one of the founders of this "game design" comunity, that they think it a planned thing since anyone actually IN computer games, knows it was simply because DMA brought in heaps of folk, who then splintered off and formed their own companies. Now, Dundee does have a huge number of games companies per head of population, but non of this is because of the planning of Dundee City Council.

However, all that aside it's good to see I guess as it might help to upgrade peoples opinion of Dundee and let them consider it a place to live. We struggle a lot to hire folk, and lots of folk dont want to move here because its got a bad name, so I guess in that respect its good; funny....but good.

Monday, October 22, 2007

Im still here!!!!

I know....its been a while. I'm still actually recovering from my trip believe it or not. I got back just over a week ago and I'm still not sleeping as well as I was, and this means I have no energy at night to do anything else....bit of a bugger really. I am start to think about things again though, and hope to get stuck in soon, although Im not sure if that'll be XeO3 or my MMC add on - time will tell.

Of course...I didnt make a diagram of the MMC thing, so now I have to reverse engineer what I've already done! doh!!

Saturday, September 22, 2007

Mode DMA videos and pictures.

So, another day... another stack of pictures and videos uploaded to my flickr and YouTube accounts. I'm starting to run dry now, most of the video I have has been uploaded, and although I do still have a stack of level building graphics for games, I have very little "pictures" left. Which is good I guess, as it means folk can now see everything.

Anyways...back to XeO3. I think I'm gonna have to bite the bullet and put some code in the level loading when done, however it will mean I lose my 1k I've been holding onto in an attempt to keep the character sprite system, but it just appears theres no real space left for them. I need to add code to draw them, spawn them and move them - not to mention the actual graphics themselves.... Luca's gonna kill me....

Tuesday, September 18, 2007

XeO3: Possible solutions....

While I was talking to Luca last night, I thought of a possible solution to our background animations. The problem is that its code driven, and then tables that drive them which allows cycling frames of animation to be played. This however isn't good for every level as on level 2 (for example) Luca would like to change the sequence and even speed of animations. To this end, I think it might be possible to move the animation code into the level data, and if I do that it would get loaded with each level. Its unusual to load code in this way, and I've never needed to do it, but it might work fine here.

I'll give it a try soon and I hope this will allow Luca to allow do the animations the way he wants.....

Monday, September 17, 2007

Unseen Tanktics video.

This little gem was never used, much to my frustration at the time. When it was made I tried for months to get it included in some Animation festivals as it really was right up there with the likes of Pixar at the time. Created by John Harrison its a great little video.

Anyway - enjoy!

Sunday, September 16, 2007

DMA Design stuff....

I've been trying to look out some Uniracers pictures for an upcoming article, and while doing so I've been admiring all the old images I have from those times. The idea originally was to use my DMA Website to show them all, but its just taking too long to put together, I just don't have the time at the moment. Theres also WAAAAAY too much to put up. So, what I thought I'd do is start uploading them to Flickr! That way everyone gets to see them now, AND I don't have to worry about bandwidth costs etc.

I have hit a slight snag however.... I logged out of my flickr account, and now can't log back in! Oh well.... I've emailed the support team so I hope to get it resolved soon. In the meantime, you can see the images I have already uploaded here: www.flickr.com/photos/mikedailly/

I have also decided to upload all the DMA Videos I've been holding back to my youtube account. Im not sure what the longest video you can post there is, but I have some toppers!

Saturday, September 15, 2007

Xeo3: Taking stock...

So, Ive been cleaning my desk a little and getting things back in a usable state, and while doing this I reconnected my Plus/4 and had a quick play of XeO3 using my new Joystick adapter. It nice being able to use a normal joystick, but it feels a little un-plus/4-ish for some reason.

While playing I spotted another bug this time in the new weapons system. Once I've powered up enough to get larger and faster bullets I dont always seem to be able to shoot turrets/mines. This must be due to the extra character hitting the turret and not detecting it properly, so I'll have to look into that next.

I need to copy the latest source from the laptop onto my main machine at some point so I can carry on. I think I'm actually fairly close to doing a beta release with a test level so we can staty to guage difficulty for everyone. After all this time it would be nice to let you guys have a play with it.