Wednesday, July 1, 2015

It's been a while but I have definitely worked hard to get this far. I've been learning a lot about making code readable at work and using design patterns outside of work. I know I have been on and off with learning it but I need to put it under my belt. At least the ones in my C# 3.0 book.

With Game Development, I know its been on pause but I feel it is coming back with the recent things. These things are the following:
  • More involvement with development at work
  • Reading outside of work
  • Playing more games on Fightcade to relax the mind from programming. 
  • Doing more Katas to keep reinforcing the new things I learn in my career
  • Seeing more developers stream their development sessions (ie Lachhh)
  • Deactivated Facebook

I still do not know which game I want to pick up on or if I want to start work on a project I was pushing around to Exo a long time ago. I noticed no one has picked it up and it looks like it would be a neat game. I still have the following projects:
  • Food Truck Hunter
  • Pizza Man
  • Syobon Action XNA [remake game?]
  • Random projects for work
  • Memorial Project

I don't know if I will end up scrapping them all to reorganize my thoughts but it is something I have been pushing around. Either way, I know I am going to work forward and update this blog with development news. As for Facebook, I may keep it up for personal stuff and make sure everything is in order.




Another day.. Another page...

Saturday, April 19, 2014

I recently purchased Game Maker professional since I am going to work with my sister to finish her game. I've been playing around with the engine along with the Box 2D physics engine and its pretty cool. I finally found out the trick with tile set collision detection. It seems that they do it just like Sonic 2's platforming. Where you have a tile set just for display and a mask for collision. I'm used to other engines where the tiles have unique properties. I also got the vertical moving platform working good but horizontal is being a pain since my platform does not have a speed due to it moving along a path. I might end up making an IWBTG clone as a side project. 

Monday, October 28, 2013

I've been thinking a lot about things and I am wondering if I should continue my work in C# with XNA. Its a really nice framework and you can make some awesome games using it. I just realized to speed up my progress that I should switch to Game Maker. I can do technically do it all but why reinvent what's already there. Why haven't I thought of this before you may ask. I have but the problem was at the time there was no networking in Game Maker. It looks like with the new version there is so I can add multiplayer like I intended.

With that being said, I think I will pick up one of my projects but in Game Maker. I know that cancels out releasing on a console since it is a bit pricier I also realized that I could probably release the game on 360 without redoing a lot of stuff. So, for now, I will just work with Game Maker and come back to XNA if I want something on a console. The sad thing about that is by that time XNA may no longer be supported. Makes me wonder what Microsoft plans to do with Xbox One.

Wednesday, March 6, 2013

Scenery Change

Looks like I am finally done with moving and have some stuff in place. I haven't been working on any projects due to a lot of changes that's been going on. I plan to pick up my work and help with others as the year goes on.

Saturday, February 18, 2012

Title change for Megaman Netplay game to avoid Capcom rape

So, I have been chatting around about making this game and people think it is a good idea. Some people did bring up legal issues and at first I thought that I could just ignore Capcom. Then, I started thinking if this game actually became big then I would want to port to the 360. The problem with that is that I cannot use copyrighted material. That means I will have to change the name of this along with assets. The project name for now is called Gearbot War which will have a similar flow to Megaman but altered gameplay due to multiplayer. The bad thing about it is the more I work on it the more I want to compelete Pizza Man. The good thing is I keep my source code for both games so that means I will eventually complete them.

Wednesday, February 8, 2012

Total stop on Sybon Action... Switching gears to Megaman Netplay

So, I decided to put a stop to Syobon Action as it will not generate a crowd to actually play. I know people do enjoy the game but it becomes frustrating in a sense that the normal person would not attempt. I realized that I am pretty busy at work and I am always learning so many new things. Since I am doing these things I cannot concentrate on making original content for my projects. With that said, I am shifting to a project that does not require me to do a lot of content creation. This project is Megaman Netplay, well it is called that for now. This game is a little bit in response to the following actions by Capcom: Releasing Megaman Online in Korea only, Cancelling Megaman Universe, Cancelling Megaman Legends 3 along with DLC. I noticed a lot of people are bargaining with Capcom to finally see what they want but I figured I can take the power in my hand. I plan to borrow all sprites from Capcom with proper credits shown. I want this game to basically be a multiplayer Megaman type game with simplified arcade logic. This game will be netplay using the lidgren-network-gen3 library and hopefully I will be able to create a level maker. I will try to keep this blog updated with any real statuses.

Also, apologies to anyone that was waiting on a Pizza Man demo. This game will resume some other time.

Wednesday, November 16, 2011

Pausing this project

Well, I think this project is at a pause due to a lot of different factors. That doesn't mean I don't stop thinking about programming or game development in general. I am currently working on converting some of the code for the game known as Syobon Action (Cat Mario). As most of you know, this is a game that may appear frustrating if you are familiar with playing Super Mario Bros for NES. The game is originally coded in C (with Direct X) and was converted to work in Java for it's web browser version. I may have this switched around because I cannot tell which version came out first. I do know for certain that the C version is available on the developer's website. I have converted his code into C# (with XNA) but I still need to fix things to make sense.


For example here are some of the variable names:
nx, any, nc, egtype, sree, a2tm, anotm and ee.


For those interested in looking at the game in web browser form please browse to:
http://www.geocities.jp/z_gundam_tanosii/home/applet/Main.html


Also, those interested in looking at the unconverted code browse to:
http://www.geocities.jp/z_gundam_tanosii/home/syobon-action-src.zip


I will continue sporadically working on things since life is being life again.