GAFs Amateur Devs Chronicles

The Friendly Monster said:
Thanks a lot. 11 is there to kind of cement the idea of using a piston multiple times to get higher, not only when going vertically, in the player's mind.


I've tried to replicate this but I seem to get it in every time, is the ball hitting the little blob that keeps it in place at first? If so then I think you might be doing it slightly wrong, I'll have a look to see if I can make this more obvious.


Which button do you think would be better? I tried it with a mouse click but didn't really like it. Maybe try switching between using your fingers and your thumbs? (whichever you don't use now).


The coding was actually quite simple once I knew what I wanted to do, it's all about using irrklang rather than XACT (the microsoft engine). I'm a maths and classical music geek. Now synchronizing music with my other game was a bitch.


Totally, I'd be glad to help, I'm pretty active in this topic too for whenever you have a question.

The key to making the physics look right is to use real physics. There's no distinction between the big collisions when the ball bounces and the hundreds of tiny ones when it is stationary, they both use the same formula. Using a ball makes things a lot easier (no corners, can do collision detection very cheaply), but my engine is not flexible. Also the fact that you don't actually move the ball directly makes the motion more realistic. It's a lot more difficult with a character though, my advice is to try and use generalizations when you can, e.g. think of flat surfaces as just a subset of the set of slopes.


Cheers, thanks for the feedback.

No problem, and good luck with getting the word out for the game :)

As for physics, perhaps we should start discussing the specifics of our two physics models. Mine can hardly be even labeled as a model in its current state, but it's at least partially functional. How candid are you willing to be of your formulas? :) I'm willing to share most of my algorithm here just so we can get some collaboration going.

Also, how did you handle the ball rendering itself? Sprite rotation? How easy is it to do sprite rotation in XNA?
 
JasoNsider said:
As for physics, perhaps we should start discussing the specifics of our two physics models. Mine can hardly be even labeled as a model in its current state, but it's at least partially functional. How candid are you willing to be of your formulas? :) I'm willing to share most of my algorithm here just so we can get some collaboration going.
I'll be totally open with my stuff, I don't think there's much point in just sharing the source as a lot of things I've done will seem opaque.

Basically the physics loop runs 500 times a second, if it only runs as often as the draw (60 times a second) then collisions aren't accurate enough.

I have a ball class, a piston class, a line class, a goal class and a fail class. I check for collisions between the ball and everything else using simple geometry, collision checking for circles is easy. The collision response is slightly more tricky, but it just boils down to newtonian physics, it depends on the frictional coefficient, restitutional coefficient, mass, moment of inertia.

Here is a snippet to show a collision between a line and a ball.

Code:
Vector2 contactPointVelocity = ball.velocity + ball.radius * parallelVector * ball.angularVelocity;
float contactPointVelocityParallel = Vector2.Dot(contactPointVelocity, parallelVector);
float contactPointVelocityNormal = Vector2.Dot(contactPointVelocity, normalVector);

float impulseNormal = ball.mass * -(1 + line.coefficientOfRestitution) * contactPointVelocityNormal;
float impulseRequiredParallel = -contactPointVelocityParallel / (1 / (ball.mass) + ball.radius * ball.radius / ball.momentOfIntertia);
float impulseParallel;
if (Math.Abs(impulseRequiredParallel) <= line.coefficientOfFriction * impulseNormal)
{
      impulseParallel = impulseRequiredParallel;
}
else
{
       impulseParallel = Math.Sign(impulseRequiredParallel) * line.coefficientOfFriction * impulseNormal;
}

ball.velocity += impulseNormal * normalVector / ball.mass;
ball.velocity += impulseParallel * parallelVector / ball.mass;
ball.angularVelocity += impulseParallel * ball.radius / ball.momentOfIntertia;
ball.position -= ((ball.position - ball.radius * normalVector) - intersectionPoint);

Also, how did you handle the ball rendering itself? Sprite rotation? How easy is it to do sprite rotation in XNA?
Very easy, the sprite drawing method looks like this (there are different overloaded ones).
Code:
public void Draw(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth);
The first variable is the texture you want to draw,
the second specifies the position you want to draw it,
the third asks which part of the texture you want to draw, if you want to draw the whole texture just put "null"
the fourth is the colour, if you want to draw it normally put "Color.White"
the fifth is the rotation in radians
the sixth is where you want the origin of the sprite to be, for example my ball sprite is a 40*40 texture, so I put "new Vector2(20, 20)" for the origin, this will draw the centre of the ball at the position I specified, and rotate around the centre of the ball.
the seventh is spriteeffects, this is if you want to flip the sprite, seems useless so I always put SpriteEffects.None
the eighth is the scale, if I wanted a half size ball put 0.5f, you can also put a Vector2 in here to scale differently horizontally and vertically
the last overload is the layerDepth, depends how far forward you want the sprite to be, and how your spriteBatch is set to draw the sprites
 
The Friendly Monster said:
I'll be totally open with my stuff, I don't think there's much point in just sharing the source as a lot of things I've done will seem opaque.

Basically the physics loop runs 500 times a second, if it only runs as often as the draw (60 times a second) then collisions aren't accurate enough.

I have a ball class, a piston class, a line class, a goal class and a fail class. I check for collisions between the ball and everything else using simple geometry, collision checking for circles is easy. The collision response is slightly more tricky, but it just boils down to newtonian physics, it depends on the frictional coefficient, restitutional coefficient, mass, moment of inertia.

Here is a snippet to show a collision between a line and a ball.

Code:
Vector2 contactPointVelocity = ball.velocity + ball.radius * parallelVector * ball.angularVelocity;
float contactPointVelocityParallel = Vector2.Dot(contactPointVelocity, parallelVector);
float contactPointVelocityNormal = Vector2.Dot(contactPointVelocity, normalVector);

float impulseNormal = ball.mass * -(1 + line.coefficientOfRestitution) * contactPointVelocityNormal;
float impulseRequiredParallel = -contactPointVelocityParallel / (1 / (ball.mass) + ball.radius * ball.radius / ball.momentOfIntertia);
float impulseParallel;
if (Math.Abs(impulseRequiredParallel) <= line.coefficientOfFriction * impulseNormal)
{
      impulseParallel = impulseRequiredParallel;
}
else
{
       impulseParallel = Math.Sign(impulseRequiredParallel) * line.coefficientOfFriction * impulseNormal;
}

ball.velocity += impulseNormal * normalVector / ball.mass;
ball.velocity += impulseParallel * parallelVector / ball.mass;
ball.angularVelocity += impulseParallel * ball.radius / ball.momentOfIntertia;
ball.position -= ((ball.position - ball.radius * normalVector) - intersectionPoint);


Very easy, the sprite drawing method looks like this (there are different overloaded ones).
Code:
public void Draw(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth);
The first variable is the texture you want to draw,
the second specifies the position you want to draw it,
the third asks which part of the texture you want to draw, if you want to draw the whole texture just put "null"
the fourth is the colour, if you want to draw it normally put "Color.White"
the fifth is the rotation in radians
the sixth is where you want the origin of the sprite to be, for example my ball sprite is a 40*40 texture, so I put "new Vector2(20, 20)" for the origin, this will draw the centre of the ball at the position I specified, and rotate around the centre of the ball.
the seventh is spriteeffects, this is if you want to flip the sprite, seems useless so I always put SpriteEffects.None
the eighth is the scale, if I wanted a half size ball put 0.5f, you can also put a Vector2 in here to scale differently horizontally and vertically
the last overload is the layerDepth, depends how far forward you want the sprite to be, and how your spriteBatch is set to draw the sprites

Wow, your physics are fairly clean though admittedly I can barely understand what's going on there through my limited knowledge of physics. Here's what I did for physics:

Actually, I just took a quick look at my slope physics and it's almost shameful. Check this out:

1) We need to ascertain if the player made contact with a slope. The slope should be of any angle the designers feel like making but cannot be curved (so just a straight line slope).

2) If there IS contact with a slope, we need to "resolve" this conflict by calculating the direction the player should be moving, either sliding up or walking up.

Model3.png


1) Find out of the character is within the general horizontal area of the slope

2) if he is, that means we have to check where he is height wise, and if that height is past a point of intersection with the slope.

3) To find out where that point of intersection is, we take the big triangle (effectively the dimensions of the whole slope sprite), but do some trig to find out how tall the "opposite" side of the angle is allowed to be where the character is. So in the image, the character tried to move towards the right, but the slope is there, so as you can see we can't allow that and need to resolve it. So the solution so far seemed to be that we turn that into a smaller triangle within the larger one.

4) using the formula in the image, we can find out how tall that side imaginary line is on the smaller triangle (the opposite side of theta). The height of that line is the point at which the player is not allowed to vertically cross.

5) If the player has crossed that point, we just need to find how much further he needs to move up. I learned recently that some people call this "minimum translation distance". I just labeled it on the diagram as "diff".

The next thing I need to do is apply upwards force to the character's movement. See, the solution as listed here just nudges the player up a wee bit as he is walking up the slope. However, in physics you're actually gaining force upwards so that if you reach the peak of a jump your body continues on at the same angle while the gravity yanks you down. It should take a wee bit of tweaking, but we're really really close and I need a bit more help. This algorithm, while it works, is already cracking as the forces are fudged when doing this.
 
Hey Friendly Monster, I can't seem to run your games on my Laptop or my Desktop. Am I missing something? XP desktop nothing happens when I run the exe, on the Vista laptop I get a crash dump.
 
Cheeto said:
Hey Friendly Monster, I can't seem to run your games on my Laptop or my Desktop. Am I missing something? XP desktop nothing happens when I run the exe, on the Vista laptop I get a crash dump.
Have you tried running this little app? http://xnamatrix.com/xnareq.php

It should tell you what you are missing, also my site lists all the dependencies with links here,
http://gilescoope.googlepages.com/pizzicati.html

Sorry for the hassle, thanks for persevering!

Oh and Jasonsider, I'm working on a little demo now to see how I would do it, should be done in an hour or two.
 
Hey Jason, it's going to be a bit harder than I thought, and I don't want to build an engine which has the character remain vertical (like mario), anyway this is how I'd do the collision detection for your case.

You just consider the character as a vertical line rather than a box, think of a line in terms of it's two endpoints, I've done broad phase and narrow phase detections for you, I've also resolved so the character stays on top of the line, you seem to be asking for the whole of the character to be over the line, but in mine i put the centre of the character on the line, I think my way looks nicer but it's not a hard fix. As for physics, I think you are going to have to resolve parallel to the slope, I tried just x-y resolution but the character didn't move nicely.

http://gcoope.googlepages.com/Platformer.zip
 
The Friendly Monster said:
Hey Jason, it's going to be a bit harder than I thought, and I don't want to build an engine which has the character remain vertical (like mario), anyway this is how I'd do the collision detection for your case.

You just consider the character as a vertical line rather than a box, think of a line in terms of it's two endpoints, I've done broad phase and narrow phase detections for you, I've also resolved so the character stays on top of the line, you seem to be asking for the whole of the character to be over the line, but in mine i put the centre of the character on the line, I think my way looks nicer but it's not a hard fix. As for physics, I think you are going to have to resolve parallel to the slope, I tried just x-y resolution but the character didn't move nicely.

http://gcoope.googlepages.com/Platformer.zip

TFM, my demo actually just uses whichever corner is relevant for the direction of the slope :) I check right corner for slopes to the right and left corner for slopes to the left.

You seem to be handling collisions almost in the exact same way I am! In both our methods, currently, the character gets moved directly to the spot where they should be standing. I'm also doing broad and narrow phase collision the same way. Never heard those terms before now, but I saw that as you got within the frame the line you wrote broad and as you touch the line itself it was narrow. Pretty much the exact thing I'm doing as well :)

Now the real challenge is how do I apply forces in the right direction, etc. You say I should resolve my body to be parallel with the slope, and do you mean that in terms of physics? I have two problems at the moment:

1) The character, right now, tries to move several pixels to the side, but at the top a slope, that does a check on a rectangular collision block that is at the top of the hill.

2) But bigger still, is that I cannot seem to find a way to keep upwards force! I want my character to fly off that little jump at the bottom of the hill in my demo. Problem is that I have been applying frictional force and sliding downward force, but somehow I need to apply a lot of upwards force too....I'm totally stumped as I've tried a lot of things to do it. I should probably just send my source. I've got an SVN setup you can just download from if you'd like :)
 
JasoNsider said:
TFM, my demo actually just uses whichever corner is relevant for the direction of the slope :) I check right corner for slopes to the right and left corner for slopes to the left.

You seem to be handling collisions almost in the exact same way I am! In both our methods, currently, the character gets moved directly to the spot where they should be standing. I'm also doing broad and narrow phase collision the same way. Never heard those terms before now, but I saw that as you got within the frame the line you wrote broad and as you touch the line itself it was narrow. Pretty much the exact thing I'm doing as well :)

Now the real challenge is how do I apply forces in the right direction, etc. You say I should resolve my body to be parallel with the slope, and do you mean that in terms of physics? I have two problems at the moment:

1) The character, right now, tries to move several pixels to the side, but at the top a slope, that does a check on a rectangular collision block that is at the top of the hill.

2) But bigger still, is that I cannot seem to find a way to keep upwards force! I want my character to fly off that little jump at the bottom of the hill in my demo. Problem is that I have been applying frictional force and sliding downward force, but somehow I need to apply a lot of upwards force too....I'm totally stumped as I've tried a lot of things to do it. I should probably just send my source. I've got an SVN setup you can just download from if you'd like :)
You need to figure out exactly what you want your character to do at collisions. Do you want it to bounce after a big drop? Do you want it to retain its lateral movement, do you want it to run faster downhill than uphill, do you want it to jump with respect to the ground it's on or with respect to gravity?
 
The Friendly Monster said:
You need to figure out exactly what you want your character to do at collisions. Do you want it to bounce after a big drop? Do you want it to retain its lateral movement, do you want it to run faster downhill than uphill, do you want it to jump with respect to the ground it's on or with respect to gravity?

All good questions!

-No bounce after a drop
-Character always should slow down when moving laterally. The key, though, is that when "sliding" down hill the friction should be lower and thus they should speed up a lot.
-jump with respect to gravity I think. Does that make sense? Not sure what this is yet.

What do you think is a good approach for this?
 
JasoNsider said:
All good questions!

-No bounce after a drop
-Character always should slow down when moving laterally. The key, though, is that when "sliding" down hill the friction should be lower and thus they should speed up a lot.
-jump with respect to gravity I think. Does that make sense? Not sure what this is yet.

What do you think is a good approach for this?
To be honest I don't really know, I'd look for a tutorial somewhere. It sounds like you basically want the game to control like Mario.
 
The Friendly Monster said:
To be honest I don't really know, I'd look for a tutorial somewhere. It sounds like you basically want the game to control like Mario.

More or less :lol. I've been trying to get it to a Mario level of control up to now, but the only thing I really can't resolve is the upwards force on a ramp. Pizzicati, I noted, had this element of physics and you even based a level off of it where you raise the ball with slow moving pistons and then drop the pistons so that the ball is still moving upward a bit while the piston drops out from underneath it. Okay, so maybe it's not the same, but it's close :)
 
Another question, actually. I forgot to mention that I was noticing you're doing a fade-out effect on the level numbers when playing. Exactly how hard is it to do semi transparencies? Even worse, I think about how I would manage timing for things like entire screen fade-outs when you change map. Hmm.
 
JasoNsider said:
More or less :lol. I've been trying to get it to a Mario level of control up to now, but the only thing I really can't resolve is the upwards force on a ramp. Pizzicati, I noted, had this element of physics and you even based a level off of it where you raise the ball with slow moving pistons and then drop the pistons so that the ball is still moving upward a bit while the piston drops out from underneath it. Okay, so maybe it's not the same, but it's close :)
Well pizzicati is entirely physics based, the player doesn't have any direct control over the ball, therefore things like being in contact with the ground aren't important, you can model it as thousands of tiny collisions like in real life. In a character based game where you have a run animation, a jump animation, it's not quite the same. i don't know anything about it. What I'd recommend is that you make the character move with velocities, rather than translating. then when you take away the environment, or run off the end of a ramp, the character will continue moving the right way, I'm not at all experienced at this sort of thing though.

Another question, actually. I forgot to mention that I was noticing you're doing a fade-out effect on the level numbers when playing. Exactly how hard is it to do semi transparencies? Even worse, I think about how I would manage timing for things like entire screen fade-outs when you change map. Hmm.
Very easy, the different transparencies are controlled by the Color variable in the draw method.

e.g.
new Color(new Vector4(1, 1, 1, 0.5f))

will draw a sprite semi- transparent.

If you want a character fading out over 20 frames then have an int

int fadeCounter;

when you want to start fading set fadeCounter =20;

in your update have
if(fadeCounter>0)
fadeCounter--;

and in your draw have the colour set as new Color(new Vector4(1, 1, 1, fadeCounter/20f))

if you want to simultaneously fade out multiple sprites then just set this as the colour of all of them.
 
Well, I decided to try out and make my own game in XNA. I have programming experience but have never made a game with actual graphics (I did a text based battleship not too long ago, lawl).

I want to make pong (to start simple), and my vision for the game was having the paddle and ball be made from vector shapes and not sprites. Though looking at the space war example on the 'retro' part, I nearly took a giant shit. Thats looks kinda tough. Maybe it just might be simpler to draw sprites instead of drawing actual shapes to the screen. Eh...
 
SpaceWar example that comes with XNA studio will make most people take a dump...I wouldn't look at it when your starting out. I tried to study it and ended up making my first attempt at a project 10x more complicated than it needed to be.

http://www.xnadevelopment.com/tutorials.shtml

That guy's tutorials helped me out a lot to understand it.
 
JavyOO7 said:
Well, I decided to try out and make my own game in XNA. I have programming experience but have never made a game with actual graphics (I did a text based battleship not too long ago, lawl).

I want to make pong (to start simple), and my vision for the game was having the paddle and ball be made from vector shapes and not sprites. Though looking at the space war example on the 'retro' part, I nearly took a giant shit. Thats looks kinda tough. Maybe it just might be simpler to draw sprites instead of drawing actual shapes to the screen. Eh...
Shapes or sprites are fine, with sprites you need to know the shape anyway (unless you do per pixel collision, not good for physics things, fine for hit detection).

XNA doesn't have classes for drawing primitives though, you'll have to make them yourself, or look online. If you want to draw a line between two points here's how I do it. First get a texture that is 1 pixel, i think you can create one in game but I import one. Then use this method to draw:

spriteBatch.Draw(lineTexture, new Vector2((linePosition1.X + linePosition2.X) / 2f, (linePosition1.Y + linePosition2.Y) / 2f), null, Color.White, (float)Math.Atan2(linePosition2.Y - linePosition1.Y, linePosition2.X - linePosition1.X), new Vector2(0.5f, 0.5f), new Vector2(new Vector2(linePosition2.X - linePosition1.X, linePosition2.Y - linePosition1.Y).Length(), 1f), SpriteEffects.None, 0.4f);
 
http://gcoope.googlepages.com/windowgame.zip

So this a little demo I've made, turns out that doing stuff like this in windows is really annoyingly difficult, the window doesn't update 60 times a second which really threw me, strangely on my system the ideal framerate to sync it so the balls don't jitter much is about 30.65 fps.

The big problem I have now is that the ball needs to be updated this often, but the physics need to be updated far more often. If I set targetelapsedtime = 2 milliseconds as I want to for the physics then the movement of the ball isn't synced with the movement of the window. I'm trying to sync it up by running one method inside the update every 10th frame, but it doesn't seem to work. Is there a way of running two separate update methods each of which has a different targetelapsedtime?

There's a big chance that this demo won't look right on your computer.

You have to make small movements only because the physics aren't robust running this many fps.
 
It's vastly improved now, same link. Add more balls in with space bar. they appear at the top left of your screen so move to catch them. After a while there'll be too many balls to handle, even if they aren't onscreen. Escape quits.

gcoope.googlepages.com/windowgame.zip

I'd like to know whether it looks right on your computer, as I've only tried on my two which are both Vista and with almost the same graphics card. Cheers.
 
I'm working on an application to a developer and would love to add to my resume. I have a decent amount of experience, but my projects so far have been relatively small and incomplete. I can do level design and C/C++ programming, but I'm pretty awful and sound/visuals. If somebody is looking for an extra programmer/designer, just send me a PM.
 
ratcliffja said:
I'm working on an application to a developer and would love to add to my resume. I have a decent amount of experience, but my projects so far have been relatively small and incomplete. I can do level design and C/C++ programming, but I'm pretty awful and sound/visuals. If somebody is looking for an extra programmer/designer, just send me a PM.
Sorry I'm more a programmer/designer too. How come your stuff is incomplete? Care to show anything?
 
I just haven't had anybody to work with that is willing to see a project through to the end. I am so bad at graphics that I can't even finish a game if I don't have enough art assets. I have made mostly Java games, actually, but I do have one rhythm-based fighter that I developed using C++ and that uses a dance pad for input. Sadly, you need a dance pad to USB converter to play so most people won't get to try it.
 
ratcliffja said:
I just haven't had anybody to work with that is willing to see a project through to the end. I am so bad at graphics that I can't even finish a game if I don't have enough art assets. I have made mostly Java games, actually, but I do have one rhythm-based fighter that I developed using C++ and that uses a dance pad for input. Sadly, you need a dance pad to USB converter to play so most people won't get to try it.
Sounds cool, well I'm of the school of thought that you don't need a lot of art/music assets to be able to make a totally playable game. My game pizzicati has like 5 sprites and 4 second long audio files. In a way it's a good challenge. Otherwise there's a board on the official XNA forums of people looking for people to collaborate, or you should try modding a game or building levels for it (COD4, trackmania etc). I think there is a bit of an abundance of people wanting to design games here (and probably in general).



http://gcoope.googlepages.com/windowgame_0_2.zip

-I've fixed the pills escaping bug! you can shake it around all you like

next I need to fix the jittering when a lot are piled up, does anyone have experience with this problem when making a basic physics engine?
 
Anyone have any tips on working with files? I'm trying to go through and downconvert the space ship game to serve as my front end but getting a simple image to load is a pain in the ass. From the looks of it they have me loading some .xml file and then using that plus some extra file names to find the image. The image is in the correct location, and added into my project, just wont load :lol
 
rhfb said:
Anyone have any tips on working with files? I'm trying to go through and downconvert the space ship game to serve as my front end but getting a simple image to load is a pain in the ass. From the looks of it they have me loading some .xml file and then using that plus some extra file names to find the image. The image is in the correct location, and added into my project, just wont load :lol
As in a 2d texture? I just add into the project. Is it a png?

Check the Build Action and Copy to Output Directory fields in the properties window. Build action should be set to compile.
 
Does anyone know how to output a fixed number of decimal places of a float? I tried

((int)(timer*100)/100f).ToString()

but it rounds integers to just "4" rather than "4.00" for example.
 
I recently made an update to Retrovirus Redux.
You can download the game here: DOWNLOAD LINK
If you do not already have XNA installed, check my website for prerequisite files.

Version 1.1 Release Notes
:
-Added controller support
-Added particle effect thrusters
-Your all-time highscore is now saved.
-Fixed a bug that would unpause the game.
-Granted access to debug mode
--Hold D, B and G during the opening credits to turn on debug mode
--Press L to increase your Lives.
--Press G to skip to the boss.
--Press V to instantly win.
 
TFM, I finally got around to checking out your games. I like them both a lot, your physics seem great. Any chance you'll share the source code with me? I learn best by example.
 
Cheeto said:
TFM, I finally got around to checking out your games. I like them both a lot, your physics seem great. Any chance you'll share the source code with me? I learn best by example.
sure, but be warned the physics engine is totally specific for my game, there's very little flexibility, only balls etc.

I've just zipped the whole folder basically, the interesting part is Physics.cs. also enjoy my crappy coding practices and lack of notes.

pmed
 
My friends and I are making a 2D platformer for our senior project. We've got basic movement, main menu, character selection, and sound just about done. We're currently trying to figure out how to animate our sprites and a smoother method for jumping.
 
Slavik81 said:
Jesus Christ.
You've already accomplished all but my most wild dreams.
Er, thanks! But you should upgrade your dreams a little, plus any awesomeness that video has is the music.

Does the HD version work for anyone? When I click on HD it just gives me the same video.
 
Cheeto said:
Wow that is amazing. Can you briefly explain how you pulled that off?
Do you mean to make the video or to make the level? The video is recorded using camtasia studio, put some funky music over it, and sped it up to match the length of the song.

It shows what my level editor actually looks like, you can try it out if you like, just hit return when you compile the game, there's a lot of buttons though.
 
TFM and everyone else, sorry I haven't been contributing as regularly on the last week or so. Been really busy, and doing some programming whenever I can.

Your level editor is sick. Well done! We're probably just going to do a web-based level editor since we have a couple people that are going to do art assets and level creation. This way it can edit levels and manage them anywhere. We figure we might output an XML file that has

Maps -> Layers -> Elements

...type of deal.

I'd also like to know if anybody has had success getting their XNA projects up on their Xbox and if they've been able to share their games successfully with this new creator's club thingy. Haven't paid their ridiculous membership fee yet, but if it works fairly well then I'm in :)

My game now has rotation for sprites when jumping/sleding around and such :) Thanks for the help TFM! The next thing is transparencies, though that seems more confusing to me...
 
The Friendly Monster said:
Do you mean to make the video or to make the level? The video is recorded using camtasia studio, put some funky music over it, and sped it up to match the length of the song.

It shows what my level editor actually looks like, you can try it out if you like, just hit return when you compile the game, there's a lot of buttons though.
No I meant making the level editor.. I'd to eventually get my Brick Attack clone to use something similar for making levels. I don't know much about XML though.
 
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