Saturday, May 12, 2007

Screen Shot Anyone? A screen shot of my progression!

Well, I usually don't support screen shots especially in early development of games, and especially when they're as young as the development o this game is right now, but I have gotten a lot of work done for this game. I am looking for a graphic artist who is exceptionally well with 2d graphics. I need some characters, and some other game objects for the game. Hopefuly I can get some type of Alpha, or Beta release by next month. Most likely the way I have been developing this 2d game engine (yes a game engine, that has a collision detection, physics engine, and uses SDL to render the graphics) a game engine, and the game itself I'll only have an Alpha ready. After going through much menu's and other ideas for the menu's this is the final menu for the game.

What If Mode Latest Screen Shot Update: I am currently working on using the Xbox360, and thinking about making this game in Java using the LWJGL (Light Weight Java Game Library) and make it for Nintendo DS. Both which I have devkits, and libraries for, but I have realized that if I want to implement the Xbox360 controller and the Wiimote, and have some type of huge impact in the game then it would be different using the Nintendo DS, so I'll se what I can do.


I have been working an average of 3 hours a day on the game engine, the game itself, writing the story, or the game dev doc while programming everything. I am by myself on this project. If you're a 2D artist then please contact me.

Thanks,

c.s. Finch

What Controller? What Controller?

I've decided to take in consideration on what Controller shall be used in the game, or what choices of what controllers should be in the game. I have come across the idea of implementing the Xbox360 controller since it has vibration in the game, and the Wiimote (Wii Remote) in the game since it has that 3Space motion sensor whatever they call it as support of movement.

I have done some research and found out that it is as easy as Using the XInput.h header included in the DirectX SDK (I have the February 07 build) in any project you're working on. And the methods used to utilize the Xbox360 are prettys straight forward.

I have also done some research and found out that there is a library called WiiYourself! which is a C++ library extension you can add to your project to utilize the Wiimote in any project. However, I haven't worked with the WiiYourself! library yet, for I have been trying to complete the Xbox360 controller input in my game first, and then work on the Wiimote, and do some more research for other controllers liek the 6 axis tilt PS3 controller. Both links can provide a good foundation on the files you'll need a good tutorial that I've been reading on how to use both libraries.



I must warn you that I have not tried the WiiYourself! library, but I do know that there are some limitations and very specific bluetooth technology that you have to either have, or specific bluetooth technologies that you can't use.
I hope this gives people some sorta of direction on how to utilize these 2 great controllers in their game. Both seem to be pretty straight forward.

In the upcoming blogs I will post some more examples of SAT, and examples of how to program the Xbox360 controller in your games once I have finished implementing it into my game. One of my demos will be having a SAT fast collision detection demo that uses the xbox360 for controller the objects in the environment.

Enjoy!

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