MAJOR UPDATE TO ANTIBODY.
I completely changed how the character looks and how stats are calculated. Now instead of having to specify each specific stat, you can just specify 3 base stats (agility, attack and defense). These 3 base stats change how the character looks in an smooth way. I also threw in a character viewer so you can view the stats of a character in a pretty interface. At the moment, that only views the character described in the Character Loading box, but it’ll changed as a system for saving progresses.
PlaneShift is kicking my butt.
Goood times. XD
I’ve been working on becoming a member of the Planeshift Development team. Planeshift is an open-source, cross-platform MMORPG, so I’m really enjoying the work I’ve been doing =P
Cons are I have less time to work on Antibody and… uh no payment. But still, it should look good on a resume =D
I’m trying to keep this blog as strictly dev related as possible, but man I can’t right now. Just finished Portal 2. Spectacular game. It’s amazing how a game with so few characters, so little customization and a heaping helping of innovation can be so fun. Instead of relying on reused aspects of “cool” games, Portal 1 used an innovative puzzle concept and a single interacting character and made an AMAZING, possibly generation defining game. Now Portal 2, while much less conducive to meme generation (I think. No “Cake is a Lie” Equivalent anyway), is, once again, a spectacular game with only a few characters and a cool puzzle tool. Probably my favorite series. Definitely top 3.
Still haven’t gotten around to fixing (read reinstalling) CS5 on my lappy so I began porting Antibody to XNA. I was gonna post a screenshot, but I realized that the “teaser” would have been a green backdrop on a black and red ball. Shitty teaser. Anyway. Woot for ports.
My laptop uber died. As in it wouldn’t boot into Linux or Windows, so I’ve been spending some time fixing that up and reinstalling software I need. XNA and Visual Studio were really easy to dl and update so I have that environment all set up, but given that I’m having issues with my Windows authentication I haven’t re downloaded and installed the CS5 suite.
SO. That being how it is, I’m working on an XNA port of Antibody. It shouldn’t take too long for me to get caught up to where I was development-wise. The structuring of the program is going to be easier in someways with XNA (game states, input, perhaps 3D models) but more difficult in others (Drawing trails, hit detection, anything to do with a 2D plane). But so far coming along nicely.
Still working on my RPG engine. Height maps make the world go round. Not literally, but close.
I forgot. In the meantime, I’m working on school projects and applying for some Google Summer of Code projects. But /aside/ from more professional things, I had a great (imho) idea for a flash video so I’m gonna try my hand at animating. Wish me luck.
I’m having huge issues with CS5. Essentially, if I have a document class, Flash decides to ignore all of my code. I’ve done a lot of research and there are some workarounds, but none of them have worked. The only clue I have to work with is that it may be an issue with my JVM, but I may end up formatting my whole friggin’ hard drive and reinstalling windows and Ubuntu.
School. It’s hard.
Spring Break. It was fun.
Antibody. It is…. Still not done.
Coming along very nicely though. I’ve mainly been adding little things like transitions and streamlining some old code, but I did make it so the character can have its stats changed. So there’s that.
I’m trying to get a preloader to work with my silly document class way of doing things, thus the pointless loader and stupid song…
Not much to say today. XD
Sorry, no balls in this post.
However, there are lots and lots of features =D
It’s been a while since I last updated, and in that time I got a lot done in Antibody. I haven’t been working at all on Quest, but Antibody’s really feeling the love. In my last post I finally got enemy generation down and created a few enemy types, but there was still a lot missing. In this new release I actually have a semblance of a menu system in place and the ability to play the standard preloaded level that’s been in game since 0.2 or load a custom level code. ALSO. I added in a new enemy type (or 2 I can’t remember). If 2, one of them is in the standard level. If only one, I made a boss whom you can fight in the level given by the code…
so put that in the box and press load.
- Added a boss (and maybe the spinning shooting guy)
- Added a menu
- Added the ability to load a level or just play a built in level
- Added numerous classes (code thing)
- Misc bug fixes
EDIT/PS: Forgot to mention, I’m gonna try and add a level editor soon. Hopefully that’ll ease the level generation process @__@ I hate level editors….