Figured I would cut another video that was a more recent build of the game. Here is a few rounds of 2 player multiplayer over xbox live – enjoy!
A look into my world
Well most anyone that reads this probably all ready knows that I like to dabble with XNA. A few guys at work wanted to get together and enter the Dream Build Play contest this year, so we are giving it a shot – however time is running out!
Here is a short clip of the state of the game not long ago, just so you can actually see what I have been up to. I cannot take credit for the art or tunes, that’s all Mr Tim Castagna over at www.tk-games.com (well except the fancy smancy star cursor – I did that!).
For those of you chomping at the bit, here you go I present you with a few moments of Megacosm. Hopefully look for a more polished video, and state of the game soon!
XNA Dragable Selection Utility
The game I have been working on lately had a need to select multiple items at one time. Something pretty common in the RTS world, especially on the PC platform. It’s almost second nature to simply click and drag to select multiple items on the screen in those kind of games – and in everyday computer use I suppose.
So I wanted something similar, however for the most part the game is targeted for the Xbox under the Xbox Indie Games umbrella. That is not to say that the same functionality couldn’t be driven by the controller of course. Or you could go the direction of something like Halo Wars – which had more of a larger selection bubble that you just spanned over the units. Either way it got me thinking, and realized that at least at first glance I wasn’t exactly sure how they even accomplished this kind of thing in games like stracraft, etc. I still don’t know exactly how they do it, but after toying around a bit last night I got what I think is a pretty good representation of it.
On the surface it seems simple enough especially to a user that is just used to the ability to do such a thing – but it probably made me think a bit more than anything I have done recently in XNA.