Saturday, April 30, 2011

FREEZE!

-This is the freezing system I'm developing
-Not sure it's purpose probably frost bombs or somthing

Lighting, Fixes, and more!

(Normal)
(Ice World Bit of Ambience)

(Text Highlighting)

Be sure to check the twitter for live updates.

-The menu's in place, no crashes.
-Next is editing the Menu options
-Then adding some more to the menu.
-Fix the options so people without HD and people with HD can use the same game.

Wednesday, April 27, 2011

Extending the 'Team'

(Thought a screen cap would be nice, This is all procedurally done menu system, not a picture anymore, 55 fps = 60 for some reason there's a problem with fraps and xna, also that water is a frontal layer, going to stylish it up with particles)

As 'newbies' starting this whole indie thing, I thought now that this blog is getting more popular that I should state who's on the team, and how you can contact us.

Frostydowns - Programmer/Leader/Design taker (Responsible for how the game runs, codes, and is designed)
imurray - Artist/Design concept (Responsible for all the DBD art, ALL of the textures from DBD are done by him, I reused them as a 'quick fix' for the roguelike and drew some of my own)
Steamboating - Music/Sound FX (Responsible for all the music and sound of the game, new team member, Sample work)

If anyone reading this want's work, questions, want to hire any of us for what ever reason, our contact information is on the side.

For example do you like the art? you need some art done? hit imurray up and see how you go.
If you like the music/sound fx, hit Steamboating up.
If you need coding help or a tutor on what's going on, I can always be reached on Dream.in.code.net or here, I always have time to answer a few questions, if you need a lengthy time, we can discuss something as all my time gets devoted to this game, and my reallife work that I requested less hours to get somewhere with this project.

The Sample work for myself and imurray should be obvious, just download and try DBD, the demo's in the work as we speak, with sound FX, music and proper gameplay element.

Questions? comments? use the comments below! If you can't work out how to contact us use this instead, go ahead we don't bite!

UPDATE: I now made a personal twitter account, so you can get live feeds of how I'm updating Dig! Build! Defend, only major updates will be done through this blog, head on over to http://twitter.com/#!/frostydowns Not everyone wants to make a blog with google, and everyone has twitter, feel free to join the twitter and show your support! I'm happy to answer any questions about what we're doing, though to show you guys I'm actually working I will state what i'm doing, and no daily updates means i'm not working, so this FORCES me to work! So you can see that we care about what we do, unlike a lot of upcoming developers loosing interest, making promises and breaking that.


The idea is to show people, we DO do work, and after 6 months of daily updates (if the game's completed by then) you can see us HARDWORKING indie dev's are actually worth to give a shot, and donations or what ever. The last thing I would want to do is anger up a fanbase.


I would love to get enough money to put together an idea that a community has built, and to see that game get published. Even for nothing. Because I enjoy what I do.


Also you can tweet me comments and any ideas you want to see happen. If they suit it, we can put it in.

Tuesday, April 26, 2011

Further update

I realized that I have NOT redone the animation player, the one that is in place is ok, but I'm a man of perfection and useless perfection, so I'll fix this up as well as the res of this new generator since I'm getting 43 fps from it drawing so much on screen.

I wanted to start work on DBD and clean this code, if this isn't done by the end of this week I'll have to start doing code on DBD so we can have a demo for everyone to play, and we can move on from these 2 games into a SPECIAL project I have installed.

Yes it's creative, and awesome.

Also yes I change the character in roguelike to a whale with a top hat that has to stop the baddies that spawn from a tophat.

Thursday, April 21, 2011

Slight Update before work on DBD

I want to fix the rest of this engine and clean it up for 4.0, and make sure we got some physics happening, before I resume work on DBD.

Particles on water = Ripples!

Remember that!

Tuesday, April 19, 2011

Roguelike v1.3.0.1


-Converted fully to XNA 4.0
-Hi-Scores Save
-Changed the enemy spawner to a HAT, because who doesn't love hats.

DOWNLOAD FOR NEW PC'S

DOWNLOAD FOR OLDER PC's

I turned on the Multisampling for newer pc's, it's turned off for older, I'll add it to the settings tomorrow.

Works!

The best thing about XNA is you can learn from other peoples code, I must give this website credit for helping me along with the brilliant lighting effects.


It's a brilliant page with a indie dude making some pretty cool stuff. Check it out.

Converting to XNA 4.0

XNA 4.0
I'm currently in the mode to update all my software, since I eventually have to move up, and redo alot of DBD code, now that I'm more skilled in programming, so i'm starting with RogueLikeXNA to give it a bit of a test. I had to rip out the old stencil shader for it to RUN, and I got this, I haven't even touched the code yet, but I just thought it was an interesting thing.

As usually when I update it you won't have to worry about a thing and just download the installer, it'll take care of you guys for me :).

I'll post here other changes that XNA brings.

-So far Visual Studio 2010 HATES win 7 64 bit since the express and full version crash upon converting code, To get around this you simply have to click CONVERT ALL, on the first box with a red X. If you hit next it's crashes on the font it tried to use, probably need some system 32 files and what not.

-It's the new spriteBatch.Draw() routine, the effects have changed. Time to have a play around here, this looks interesting.

-It's nice to have some more control but DAMN is the spritebatch a PAIN.

Monday, April 18, 2011

Roguelike v1.3.0.0

+Shop to buy bombs
+Tin can sell
+You get 2 bombs for every tin you mine
+ENEMIES!!
+Enemies spawner, these emit baddies, so you need about 1-2 bombs to knock it out
+You have HP and CANNOT regenerate it
+Bombs damage you
+Enemies damage you and die if they hit you
+Hi-Score (Doesn't save suppose I should fix that)
+Lots of other stuff.

It's a complete game, still buggy but it's satisfactory complete.


Next, continue with DBD! Get the demo of that up and running. After these bugs are sorted.

Tuesday, April 12, 2011

New Video

I made a video yesterday of Dig Build Defend! Click to view, the demo is so close I can taste it.

No idea why it's so tiny click the text or HERE to view it on youtube.

Friday, April 8, 2011

Thought since I added hotkeys in it's time to let you guys have a play too!

Things to note:

-The buying screen is broken
-The UI HP/Mana is not functional because there's no code for it yet

+But you can still collect, sell wood and ores and go down dungeons!

*Fixed the levels I think. Post below if they're not.

Wednesday, April 6, 2011

Yup, Posting.




I have no idea what to write, but I suppose I have to write something, seeing has how I'm half the team.

To be honest, I have no idea what he's doing right now. Or ever.

Whatever he's doing, it's great.

Next things that are gonna be done by me are probably the enemies. Right now we've got placeholders. As far as when that is actually going to take place? No idea.

For now, I'm just enjoying watching him make posts about...whatever that stuff is. To be honest I have no idea how it works, but if it helps him do his job, then so much the better.

Moveable Inventory Window!

See this sexy window? it moves, closes and holds all your stuff!

X is to close, I'll do better fonts next, and then little icons, with a click and drag function.

What do YOU think? Keep the shop keeper the way it is now, or have this type of thing going on?

I'll probably have another window where the shopkeepers stuff is, and you can click to buy a bunch of stuff or something, we'll just have to wait and see!

Sunday, April 3, 2011

Sunday!

Ever wondered how the maze generator works? Head on over to: Here I did a write up on how to achieve a maze with tiles, it's not a full blown tutorial but will give you an insight on how things work!

Also before I fail to mention, Dream.in.code.net is an awesome website, for tutorials, Q & A, anything and everything programming, give them a visit (My link goes to the website anyway), they don't ask for donations, have next to no adds and the community is awesome, best one I've found while I was doing my learning.

Plus I'm on there what more could you want?!

Also updated the roguelike XNA to give people a feel for the shops, they don't do anything yet but the inventory is in and buy and sell works, you have no cash though.

KEEP IN MIND THE SHOP IS AN ALPHA, MUCH LIKE THE ENTIRE GAME, MOST THE GRAPHICS ARE WHAT WE CALL PLACEHOLDERS SO DO NOT COMPLAIN ABOUT THEM OR I WILL HAVE TO KILL A KITTEN.

Grab it HERE!

* Added cash so you can sell the tin.
* Added a gather text over ore.
* Fixed a few things to make it interesting.
Buying menu arrays!

I now have a sorta, very ugly buying menu kinda the alpha version of it, I thought having a mouse detect an array of string would be hard.

Apparently you can do a for loop and a mouse detection to loop through with what you have!, It's nice and easy and quick, not like I need performance in a menu here anyway, I might have another menu where you select how many you want to buy or something, I can use this very organization on a image array and what not.

Working on the inventory now, and then some more monster code to where you can hover over them to find out details.

Shouldn't be too much further till DBD uses this reworked engine.

*You can scroll items in a shop