Posts Tagged ‘XNA’

Updated Run + Gun Test

It’s been awhile but not forgotten.

One Step Forward, Two Steps Back, One Step Sideways

Last time I posted about dropping Farseer in favor of a homegrown approach to physics and collision handling. Things have been slow (mostly due to family and friends…and football season getting underway) but I’ve got a nice system up and running.

Simple Baddie

Now that my Hero is in a good place, I’ve moved onto make a simple Baddie. Right now all Baddies do are sit still and absorb bullets until their health is depleted. You gotta start somewhere, right? Simple Baddie from Sean Monahan on Vimeo.

A Simple Hero Class — With Guns!

Guns and Bullets from Sean Monahan on Vimeo. I’ve expanded on my Hero class adding a gun that can be aimed in eight directions and a muzzle (the blue circle) that indicates the direction you are aiming. There are also two aiming modes. The first is run and gun: press the left stick (on the [...]

A Simple Hero Class

This post will be a quick summary of where I’m at along with some details on how I’m currently implementing my hero class.

Run + Gun

Since finishing up Defuse I’ve spent a lot of my time not developing games. Instead I’ve been enjoying summer: reading, playing games, making beer, hanging out and just relaxing. I’ve also been putting some thought into my game making process, some of which you can read in my post mortem for Defuse, some more of [...]

XNA Game Development Blog

For about six months I’ve been on again, off again developing an Xbox 360 game using Microsoft’s XNA framework and Garage Game’s Torque X Engine.  I’ve finally gotten things together and begun serious work on the game. Track my progress at blog.warkittensoftware.com.