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.