Tag: dotnet

Wow, half a year without updates… That was lazy.

Not much to say, this week I resumed work on Maped Prime (400 revisions! happy revisionversary!), and started designing Aftershave (as my last post said, as a *very* simple game).

Also, this new version of Windows Live Writer finally does what I expect from it, and lets me tweak the post HTML. Now I need to redesign this ugly site a bit.

Verge Goodness

The work on Maped Prime has been smooth, cleaning up code, redesigning the program to allow changes.
A lot of the global state code has already been removed, and that with other and most new coding is a lot smoother now. For fun I wrote a XML exporter, and worked great.

I fixed a very small rendering bug that had bothered me since the beginning. The map was offset always by one (zoomed in) pixel top-left. Reading GDI+ documentations, turned out that using PixelOffsetMode.None make the first pixel to be centered in (0 ,0), so it spans from (-0.5, -0.5) to (-0.5, -0.5). Using PixelOffsetMode.Half makes pixels act as expected. Now *that* is good design.

NOTICE: Don’t bother to try Prime now, tools are disabled.

The Legend

After working this last semester at a uni project with OpenTK I was wondering if moving Aftershave to it. Makes using modern OpenGL actually fast and easy. And it also has a good font rendering system. I will look into it.

About the game itself, it should have four basic dungeons with four unique enemies and one boss, one final dungeon, and a simple overworld. And two NPCs. And that’s it. Pretty simple and writable in a small timeframe (or so I hope)

 

Well, see you next week!