Psychic Construction Co: final class version.

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Here is the final class version of Psychic Construction company.  I made all of the adjustments requested by my testers last time.  I also finished off sound with help from my friend Patrick, who supplied voice acting for the psychic character.  There is now a full written help section, as well as a button diagram on the pause menu.  I added a particle system, although it isn’t used very much: there is a smoke cloud when you teleport (enter/leave attack mode, move across the screen in attack mode) and sparks when the fireball hits something.

I also spent a lot of time trying to get the game to run on XBOX.  Getting Farseer to compile for xbox is an enormous pain: when compiling for xbox, there is a FarseerGames.FarseerPhysics.Mathmatics.Vector2 class which interferes with Xna’s Vector2 class.  This means that every Vector2 in the game has to be explicitly constructed as one or the other.  Once I got that working I discovered that the PC library for farseer doesn’t have this extra class, so all of the declarations of it are invalid in PC mode; I had to add compiler flags for every instance of the farser vector2.  After all that, I can compile for both PC and Xbox, but the game won’t run on the xbox.  I can deploy it fine, but I’m not sure how to do live debugging, nd when I just run it the screen goes black and then it exits.  I think this is related to the fact that I can’t seem to run in fullscreen mode: if I turn on fullscreen, the game tells me that the graphics device can’t be created.  At the moment I’m stumped by both of these problems, but fortunately neither of them keeps the game from being entertaining on PC.

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