Last For-Class Release Binary
(Meaningful change: Level/Player Select)
The plan for Tanx has always been to create a fast paced kinetic game that is easy to pick up. I have a great fondness for physics and find that simple physical interactions can be incredibly pleasing. There is a subtle joy in being able to knock something around. […]
Author Archives: gilliland
Tanx Post
Utilities + RumbleManager
RumbleManager Source
I have uploaded my rumble manager, which is a class, that I place underneath whatever object represents my player, to get additive rumbles in. It needs to be created and know the player. It also needs to be updated every frame with the GameTime. It can be set by adding a value for the […]
Progress. XML hotness and Farseer pains.
Levels, projectiles, and weapons all now read from XML, allowing quick swaps of sets of weapons, and levels. XNA’s serialization pipeline is a lot of pain, and I’m not 100% sure the features of the compiled xnb filetype are of any real benefit to a game this simple. I’m just using C#’s XML Document system […]
Tanx Playtest
Subjects: Mary & Roxanne
The Good:
Players showed visual joy when hitting each other. The strong impacts of the main gun worked well.
The balance played out. Players could move and dodge bullets, but still get pushed around and out
The Bad:
The edge would come up quickly on the players.
Players had a hard time hitting each other with the […]
Utility Class: Quaternal Smoother
Download QuaternalSmoother.cs
To get a smooth rotational interpolation based on vectors, the “easiest” way is to use quaternions. When using XNA’s purely 2D rendering pipeline, you can’t really use quaternions to directly rotate something easily. Therefore, this class reports the euler angle, and normalized vector to work with. Super thanks to Maw!Soft for […]
tanx sound asset list
Menu:
Idle
Over
Select
Main:
Tank:
Fire:
Light
Medium
Heavy
Hit:
Light
Medium
Heavy
Engine:
Idle
Go
(rotate turret?)
Pickup
Powerdown
Out of Ammo
Collide
Breakdown
Arena:
Spawn
Powerup Spawn
Wind
Bounce
End:
Victory
(Menu Sounds)
Tanx progress
Sorry for not posting this before class. The game was in a weird transient state where the weapon system had been bound to the pickups, but pickups weren’t spawning correctly.
source
binary
There was a large amount of back-end cleanup. This includes the creation of a quaternion-based smoother, encapsulating some common patterns in classes, and the changes below.
The […]
Tanx Progress
Source
Executable
Tank movement and aiming has been refined.
Projectile movement has been changed to closer reflect an expected behavior, rather than a true physical behavior.
Zooming camera has been added.
Thus, larger than screen board can be used.
Rudimentary Particle Effects.
Cleaned house on some code, created helper classes such as RotationalSmoother.
Absentee Progress + Schedule
Debug Binary
Source Code
Progress so far has been architecting the code around working with farseer. The current project detects gamepads and creates a player “tank” if a pad is found. The game takes place in an “Arena” object that is currently, for convenience sized at the screen but can be any arbitrary size. It also handles […]
Farseer insight.
Before beginning work on actually setting up this game, I wanted to learn more about the physics solution I want to use with it. In probing around Farseer’s documentation, it became clear that it uses many of the same techniques as Box2D, and references heavily Erin Catto’s work with Box2D and other physics engines. I […]