Thursday, April 14, 2011

Final Sprint

Sorry, i have been very busy. I am currently sprucing up our levels. and are pushing for our final

Friday, February 25, 2011

Post-Beta... Again

We did not have all of our levels so we had to push back beta. But now we have all 48 levels we are now just polishing up the game. We have made worlds 6 levels per world and 8 worlds. We may remove worlds and tighten up our gameplay.

Wednesday, February 9, 2011

Post Beta

We are now at Beta. All we have to do is make everything look nice and sound good. I just want to see the art done. That is the only thing that is making me nervous, completing and implementing the art.

Wednesday, January 26, 2011

Sorry I havn't posted in a while. I forgot we had a blog. We got a lot done. We now have level selection and saving and loading coded. I keep working on collision detection and I think it is going well. We have everything looking good, I just hope the art gets done in time.

Thursday, December 9, 2010

Done! for now...

Everyone pulled together to get a decent looking alpha. Im proud of everyone. I will try to continue to work on this over the break. See everyone next year!

Tuesday, November 30, 2010

After the break...

I have been working hard on collision detection. I have it working pretty well, but may need minor tweaks. I am getting worried about our art team. Our level design and art is not getting done at the rate I wanted. I need to figure out the problem, but it is rare we have all the art people in class. Our level design and art is not getting done at the rate I wanted. I need to figure out the problem, but it is rare we have all the art people in class. Hopefully we can get this done in time for the end of the semester.

Thursday, November 18, 2010

GLE Works!

We have combined the physics engine and the level editor to make levels. We do not have much art right now so we cannot move as fast as I would like. I have just been adding the little things that are necessary for the game. I have inserted number of lives, a death block, kill() in player, and pause. We have also successfully transfered to XNA 4.0 with minimal problems. I cannot make any more progress on the collision detection before I receive Jensen's code from Dr. Bob. I promised a party after the GLE was usable. I will plan on doing that next Tuesday. Then another party at the end of the semester.