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Category Archives: XNA

Challenge #3 – Day 7

Monster icon created!  Mazes left random, and it seems to work pretty well.  Sometimes I get locked into the entryway, but I’m pretty okay with that since it’s so easy to restart.  I did add some code to make sure I wasn’t locked into the opening square, so that’s good.  I’ve also added basic keyboard […]

Challenge #3 – Day 6

You can tell I’m getting close to the end, because tonight’s update only touched two files.  ;) I removed the special-case exterior walls, which were being rendered and checked for separately from the potential internal walls.  Now, every wall is the same kind of wall. Rather than representing things by room and hooking them together […]

Challenge #3 – Day 4

Man, today was a long day at work. But I still got home and did some xna7day.  Luckily, I set some reallly simple goals for myself last night, and I’m already done!  My little guy moves around on the screen, hits the blue square, wins the game.  He’ll also lose the game, if you just […]

Challenge #3 – Day 3

Character movement marked off the list!  The character does this neat fake walking thing, which is accomplished using SpriteEffects (to great effect).  The character even stays within the borders which were created last night; great news!  Also, the timer works exactly as I wanted, halting the game if the time is reached, so that’s done as […]

Challenge #3 – Day 2

Still on the XNA7Day thing! Last night, I decided against the story screen; we go straight from splash to menu.  The menu is totally retro.  I love it!  It has a lovely juxtaposition with the sprite text used for the actual menu options, which is not retro at all. I also made my first stab […]

Challenge #3 – Day 1

I’ve decided to give XNA7Day a try. This one is interesting, in that the resultant, compiled files need to weigh in at less than 100K, total.  So, every decision made during this project will require a careful consideration for that decision’s impact to the overall space allowance. I’ve already begun work by taking the GameStateManagement […]

Revision 54

I’ve done further work to fix MU crashers. With my solution, there can be data loss in some situations (namely if you select the MU, then remove it, then quit the game).  I was thinking about making the save auto-failover to the HDD, but I’m pretty sure folks might not like that, if their HDD save were […]

Revision 53

It’s been a good long while since I posted an update! More MU bugs were found, and so I went back and made some significant revisions to my data management code.  Additionally, I worked out some better error handling, so that when people post bugs in the future, I can get more specific information. I’ll […]

Revision 52

During Peer Review, a serious bug was detected when a HDD and an MU were both present in the 360.  It was such a serious bug, that it would actually hang the 360 completely, requiring it to be hard terminated. The fix was simple, and it only took about 20 minutes to identify (once I […]

Day 1

I began work on the renderer for Celestial.  It’s necessary groundwork, to understand how the room files will be generated by the Editor. I ran into a RIDICULOUS issue around serializing Lists of Lists that kept me wrapped up for several hours.  But I finally got that wrapped up to my satisfaction.  So, now I […]