Posts Tagged Project Daedalus

Project Daedalus Update 4/10

It’s been some time since my last progress update, and I have sort of fallen out of the groove.  As such, this is going to be a short post to sort of get back into the swing of things.

I spent a good while last night working out a good solution to adding rotating gear platforms into the Boilerworks.  The initial idea was simple.  I was going to simply convert the gear texture into a set of vertices and load them up as a collision volume.  However, I realized this solution was not going to be viable as I have been using SAT collision, and a single gear polygon would have been a concave polygon (not supported by SAT implementation).  I decided to try Distance Grid collision instead of SAT, but the difference was noticeable and caused some big headaches.

It doesn’t look like the good folks at Farseer will be implementing concave polygon decomposition until Farseer 3.0 is released, so I had to take an alternate route.

The end result was simply generating multiple convex geometries programmatically that matched mt gear texture.  This ended up working perfectly, and as such we now have some really nice gear platforms ready to be added to levels.  A screenshot of the testbed is below.

Hopefully I’ll start updating this a bit more often as development continues.

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Added Flamethrower to Sidescroller

I know I said the last update would be the last before new assets and a level, but I just finished the flamethrower weapon and it turned out really well. I figured I’d share it. Enjoy!

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Final Sidescroller Pre-Alpha

This will be the final pre-alpha entry. Sound is up and running now, collision has been improved but is still a little wonky at times. Particle bugs are worked out, and hit detection is much better. Enjoy.

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2D Sidescroller Development Continues…

Things are coming together very well. Rudimentary AI routines are implemented, which will serve as the framework for upcoming NPC enemies. A few particle effects are working, as well as world hazards, and a parallax scrolling background.

I hope to have a few enemies functional in the next few days, but this is dependent on time.

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More 2D Sidescroller Progress…

The milestones mentioned in my last post where met over the weekend. World collision is now fully functional as well as a fairly decent camera follow that clamps to the world boundaries. Within the next few days I plan to implement basic enemy AI as well as a functional combat system. Soon enough I will be looking to replace these temporary art assets with new, unique art. Unfortunately sprite and tile creation is not my strong point, so if you would like to offer your assistance or know of anyone who would like to help, please comment here and let me know.

Additionally, here is a short video documenting current progress.

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2D Sidescroller Progress

I’ve been focused on getting a good 2D sidescroller up and running to add into my portfolio. I decided to stick with C# and XNA for this project, as honestly it is one of the most comfortable environments I’ve ever worked in. So far I’ve managed to use Nando’s tile editor (http://xnafantasy.wordpress.com/) and import the XML maps into my project. With a few edits I managed to build fully functional map and tile classes that now render perfectly.

As it stands now I am in the process of implementing character-tile collision and basic physics. I anticipate within the next few days I will have a functional prototype up and running. Then the fun stuff starts.

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