Posts Tagged ‘XNA’

Steady progress on ActionRPG

February 13, 2009

I’ve been plugging at it and I’m pretty confident about getting caught up soon. I’ve gotten things cleaned up in my code base better, and XNA has solved a few of my previous issues with MDX for me. One little problem I don’t know how to solve yet:

ActionRPG tile edge problem

ActionRPG tile edge problem

I don’t know how to get rid of the lines between tiles on my map. I know why they’re there, but I don’t have a simple solution to it at the moment. I don’t want to make 2×2 patches for every tile, that’ll quadruple my tilesheet sizes. I’ll be satisfied to turn off the antialiasing for now, but I’m thinking I’ll need to render the tilemap to an offscreen buffer and blit that somehow. Not sure how to do that yet.

Next I’ll be adding in the sword attacking again, but I’ve built a small prototype program in Allegro/C++ that I used to try a sword sweeping motion. I liked it, and I’ll be putting that in directly. Also in the testbed was a missile shooting test that I’m going to need to definitely get input on. I’d like to use it for most of the directed/placed spells as well, and I think it’s an ok method. If you’ve played Children of Mana or Crystal Chronicles, you’ll have an idea of what I want to do.

[update]
Tried a few things including SamplerStates fiddling (thanks Blecki, Jolle, X-0ut, gustav, DrPetter, and anyone else I missed over at #ludumdare). Found the best solution was to render the scene to a 1:1 destination and then stretch the thing out, using a manually created RenderTarget. I like the texture sampling, I just wanted to get rid of my bleeding/seaming issue.

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ActionRPG//Diablo//2009 progress begun

February 10, 2009

Quick blurb:  I finally got started converting ActionRPG, and my god is XNA ever making it easy. Not only am I winding up with cleaner code, I’m actually removing big blocks of now useless code. I’m more than pleased with it.

On the other hand, my source code from two years ago is incredibly bad. I’m shocked at the things I was doing; and I refuse to settle with copying some of it. You’d be sickened by the number of times I’ve used the keyword static – and how I decided to get around class scoping rules. It’s better if I not go into any detail. Shameful, shameful code. I’m bitter.

ActionRPG, XNA style

February 4, 2009

I’ve been digging around and considering my options, and it looks like I’m going to be able to rebuild ActionRPG with a very minimal amount of work. Most of the code I had can be moved around and be easily refit into XNA’s game framework.

One of the things I was worried most about, was using SpriteBatch to draw tilemaps with. Back when I was building the first iterations of the game, I was having trouble with framerate when using SpriteBatch; I then picked up my MDX book and learned how to use VertexBuffers and got my framerate back to something reasonable again. Well all of the tilemap methods I could google were all using SpriteBatch!

Just for fun, I went back and looked into my old versions that still had the VertexBuffer <-> SpriteBatch drawing toggle, and checked it out again. There was no difference! I realized that since then I’ve gotten a new computer and upgraded it somewhat, so I’m going to guess that’s the reason. (On top of that, I saw in the code that I wasn’t culling offscreen tiles during draw: naughty me!)

So I guess that’s what’s on the agenda right now. I’m actually pretty happy to get back into my code again. The best thing about all of this is that when I’m done, I’ll have something that I should be able to port to the Xbox 360! That’s cool.

Which path to take?

February 3, 2009

Well I don’t have anything really worth posting about aside from what I’ve been doing lately. As far as projects go, I haven’t done a whole lot of anything. I’ve been soaking up some knowledge about XNA – I joined the XNA Creator’s Club and did the 2D and 3D newbie tutorials.

I’m set to start learning more about specific tasks I’ll need to accomplish my goals, but.. What are those goals again? Restart and finish ActionRPG? Start something more 3D Zelda-ish? Something completely different? I was thinking I should pick up Blender and start learning it better, but unless I need it to do the Project I’m Working On, it’s wasting time, isn’t it?

It seems like whenever I take a break, I come back and have no idea what my goals were. I’ll have to get digging.