Check out Megacorp's Recruitment Videos.
Episode 2 Episode 3
Tuesday, March 31, 2009
Thursday, March 26, 2009
The Crack in Time Announced!
The cat can now come out of the bag. For about a week I've known this, but didn't know when it was going to be announced exactly. The next title in the Ratchet & Clank franchise is called: Ratchet & Clank Future: A Crack in Time
Not much is known except the title. There's a loooooot of rumors from odd sources about the mechanics of the game. I advise you to take these information very lightly until we know more... which will happen to be tomorrow night at midnight Eastern Time on GameTrailersTV (On SpikeTV). For those who don't have SpikeTV, the episode will be posted on the GameTrailersTV Website as soon as the episode has been broadcasted.
For more information, check out the PlayStation Blog.
Not much is known except the title. There's a loooooot of rumors from odd sources about the mechanics of the game. I advise you to take these information very lightly until we know more... which will happen to be tomorrow night at midnight Eastern Time on GameTrailersTV (On SpikeTV). For those who don't have SpikeTV, the episode will be posted on the GameTrailersTV Website as soon as the episode has been broadcasted.
For more information, check out the PlayStation Blog.
Friday, March 20, 2009
I'm Surprised my Couch Didn't Catch on Fire!
XNA Xtreme 101 - Volume 2 Updates?
Not for a while!
Volume 2 is over 60 hours long. The first 45 hours is almost all theory. Very deep, but interesting, stuff!
Don't hold your breath!
Volume 2 is over 60 hours long. The first 45 hours is almost all theory. Very deep, but interesting, stuff!
Don't hold your breath!
Saturday, March 14, 2009
XNA Xtreme 101 - Cannon III Complete
Friday, March 13, 2009
XNA Xtreme 101 - Cannon III Coding Complete
I just finished coding the basic code for Cannon III (XNA Game). XNA is a much better framework than Windows.Forms (DUH!).
I currently working on the new/enhanced assets. Here's a little montage of the new sprites (preview)
There are some things left to do, and most of them go outside the scope of the training.
Time to attack the new Title Screen.
I currently working on the new/enhanced assets. Here's a little montage of the new sprites (preview)
There are some things left to do, and most of them go outside the scope of the training.
*Make new Title Screen*Implement new graphicsCreate and implement backgroundCreate and implement sound effectsAdd score/level counter, maybe with a high-score tracker *big maybe*
Time to attack the new Title Screen.
Wednesday, March 11, 2009
Random Quote of the Week
Crayola Brick Red does NOT show up on a brick wall.
---Blue Stahli
Bret, aka Blue Stahli, is a musician I discovered through Celldweller. Check out below for more information.
Official Website
FiXT Store
Blue Stahli's Myspace
Tuesday, March 10, 2009
XNA Xtreme 101 - Cannon II Completed
Another one down. This will be short since there's nothing to show really. There hasn't been any gameplay or mechanic changes since Cannon I (outside of the coding structure) and on screenshot/video, it looks the same. I will have stuff to show after Cannon III is done, though.
Saturday, March 7, 2009
Dissecting Distance Logic
This is something I wanted to do. The logic is not incredibly complex, but I know it is something I will need in numerous programming projects, especially game-oriented. Working to dissect the logic will help me bash the logic in my head.
Here's the situation. I have two objects on a grid, or on screen. I need the distance between both objects, but there is no direct way to get it since the only information I have access to is the horizontal and vertical position (coordinates).
Both objects and the distance I need to get
On paper it would be an easy task. I would only have to take a ruler and measure from Object A to Object B. But since I only have access to the coordinates (the horizontal and vertical position), I have to use another method. Let's start by drawing a horizontal and vertical line that intersects.
Magically, a right-angle appears!
So, with the distance line, I get a rectangle-triangle. The distance is the hypotenuse. So Pythagore's Theorem could be used to find the distance... but, how wide are the two other sides. Well, since we have the coordinates of both objects, we can calculate the number of grid units for each.
The width of the two smallest sides...
...with the hypotenuse.
So, using Pythagore's Theorem, we can find the distance between two points/objects when we only have their vertical and horizontal positions.
Simple, I know, but it's a pretty original way in finding the information needed when the information available is restricted.
Here's the situation. I have two objects on a grid, or on screen. I need the distance between both objects, but there is no direct way to get it since the only information I have access to is the horizontal and vertical position (coordinates).
Both objects and the distance I need to get
On paper it would be an easy task. I would only have to take a ruler and measure from Object A to Object B. But since I only have access to the coordinates (the horizontal and vertical position), I have to use another method. Let's start by drawing a horizontal and vertical line that intersects.
Magically, a right-angle appears!
So, with the distance line, I get a rectangle-triangle. The distance is the hypotenuse. So Pythagore's Theorem could be used to find the distance... but, how wide are the two other sides. Well, since we have the coordinates of both objects, we can calculate the number of grid units for each.
Object A x - Object B x (8 - 2) = 6
Object A y - Object B y (7 - 2) = 5
The width of the two smallest sides...
...with the hypotenuse.
The distance is the length of the hypotenuse, which is 7.81 (rounded).
a² + b² = c²
6² + 5² = c²
36 + 25 = c²
sqrt(61) = c
7.81 = c
So, using Pythagore's Theorem, we can find the distance between two points/objects when we only have their vertical and horizontal positions.
Simple, I know, but it's a pretty original way in finding the information needed when the information available is restricted.
Friday, March 6, 2009
What Are You Playing this Weekend? - Portable Star Edition
I swear I'll stop using lame titles... in 2080.
I'm in Tracadie for the Weekend, so my choices are limited. I brought my PSP and will probably focus my attention on these
I'm in Tracadie for the Weekend, so my choices are limited. I brought my PSP and will probably focus my attention on these
- [PSP] LocoRoco 2
- [PSP] Phantasy Star Portable
- [PSP] Prinny: Can I Really Be the Hero?
Despite its problems, including a terribly lackluster story, poor AI and imperfect lock-ons, Phantasy Star Portable is really satisfying, especially if you enjoy collecting loot and seeing your deliciously fashionable robo-wizard level up. The diversity of the weapons, mixed with the franchise's intrinsic charm, make this an appetizing title for the dungeon-savvy gamer.
Monday, March 2, 2009
XNA Xtreme 101 - Cannon II Almost Done!
I'm almost done with Cannon II. There are a few things I'd like to add to the project, or at least start designing them for Cannon III, just to make it a little better, such as sound effects. I don't want to go and change the sprites yet since this is going to be done at the end of Cannon III.
I really like the direction of Object-Oriented Programming and the engine-driven concept. There's not much done so far, but enough to make the code easier to read and even cut into the fat since there's a lot of things that we handle ourselves instead of having Windows.Forms handle it for us.
The more I progress, the more concepts I need to bash into my skull. I'm a little rusty with my math and logic, but I know there are logical concepts that will be repeated from project to project, such as "distance". I will probably do a post just on dissecting the logic of Distance. It's super-basic, but it will help me burn it into my mind. Maybe I'll do the same on some other things as I encounter them.
I really like the direction of Object-Oriented Programming and the engine-driven concept. There's not much done so far, but enough to make the code easier to read and even cut into the fat since there's a lot of things that we handle ourselves instead of having Windows.Forms handle it for us.
The more I progress, the more concepts I need to bash into my skull. I'm a little rusty with my math and logic, but I know there are logical concepts that will be repeated from project to project, such as "distance". I will probably do a post just on dissecting the logic of Distance. It's super-basic, but it will help me burn it into my mind. Maybe I'll do the same on some other things as I encounter them.