Rabid Lion Games

Content Pipeline extensions

November 20th, 2010

Well I’ve had some fun so far today. I finally got tired of my firewall sandboxing my application every time I needed to use XmlSerializer to load a map file, meaning that I needed to recompile twice everytime I made a change to the source code. So I decided to try and use the Content pipeline to […]

Character physics integrated!

November 19th, 2010

  Just a quick progress report. I’ve adapted the Farseer 3.0 platformer tutorial for Alta, and I’ve added a AEPhysicsCharacter class, which I’ve integrated into the AECharacter class alongside AEAvatar. It will now play animations at the same time as moving the character around. Next up, implementing physics tags to the AETileEngine, automatically creating static physics […]

Farseer 3.0

November 8th, 2010

  Well, progress this weekend was hampered somewhat due to the fact that it took me a lot longer than I thought to get an understanding of how Farseer works. There is a very good tutorial on getting started with Farseer on Sgt. Conker, but unfortunately it was made for Farseer 2.1.3, and the latest […]

Progress report

November 5th, 2010

  Things are picking up now at last. The AEAvatar class is tested and working, I’ve written a skeleton of the AECharacter class which will fill out as I write the physics and AI engines. Next up is Farseer integration which means adding a nice wrapper over its API, and integrating its setup code into […]

Avatar!

November 1st, 2010

  Nope, not blue aliens with plaits that let them talk to alien animals. Nope, not the cutsy Xbox version of Nintendo’s Mii’s. I’m talking about the actual meaning of the word, a proxy visual token to represent another object or person in the virtual world. This weekend I’ve been working on my animation engine […]

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