My name is Evan Ogas. This is my game development blog.

Thursday, December 28, 2006

Oh No!

So today I was finally going to get around to releasing that new version of Araknoid with high scores, but I just found a new bug. The high scores work fine, and it should be a simple fix. If I didn't have band practice today, I would say to expect it today, but since I do, I will try to have it fixed and ready to play by tommorow.

Tuesday, December 12, 2006

Sorry For Not Posting

I know I haven't posted in a while, and that DOES reflect the amount that I have been working on Araknoid, but today is a good day. The final version (1.0) of XNA GSE is now available here. I "converted" Araknoid with a little trouble from the Mercury Particle Engine (JimJams, I hope you don't mind, but I recompiled under v1.0 myself). More good news is that I actually got high scores to work (finally). It was actually a very simple fix (multiplying a variable by 2, haha). I will proceed to make a new bitmap font for high scores and more levels in the following days.

Tuesday, December 05, 2006

Pwned!

That's right, I pwned DirectX with C++. Ok, I just got through the first tutorial on MSDN, and I must say, it's not as hard as most people's code makes it look. It would probably be a lot easier if I knew C++ (I only dabbled with it in middle school), but I plan on getting a C++ book for Christmas. Don't worry, I am not leaving XNA. In fact, I am currently attempting to get high scores to work with Araknoid (with little progress). I shoudln't say that. The scores load up fine, they just don't save correctly, leaving an unreadable file that crashes the program when it tries to load it (You have not conquered me yet, Araknoid). Once I finish this project, I hope to jump immediately to a new project (hopefully 3D (and hopefully with a non-Beta version of XNA)). Stay tuned for more info.