Cue “Gonna Fly Now”
by John on Feb.07, 2009, under Main Stuff
I feel like Rocky Balboa climbing those steps in Philadelphia right now. Seriously, the sense of accomplishment I’m getting just from having gotten this far along in development of the XNA project has me incredibly psyched, even as it’s slowly sinking into my subconscious that I have a hell of a long way left to go. Still, as the video below adequately demonstrates (despite my rambling), my C# skillz are getting stronger.
2 comments for this entry:
February 8th, 2009 on 12:23 pm
You mentoned in there that the interpolation wasn’t quite right didn’t you? Cause Alex changes gender on her own halfway.
PS, Horay for Final Fantasy menu traps….
Also, are the dialog box textures with or without the words. IE, is the box just a box and the game inserts the text into the box?
I should get into programming more again. I used to make some fun little games with C++ but they were all text based. Nothing with graphics beyond ASCII.
February 9th, 2009 on 4:33 am
Alex changing gender automatically was correct. The user selects a gender, I display the first text fragment showing off interpolation, then on the next one, a DataAction flips the flag set so that the gender is changed on its own.
I’m trying consciously to avoid writing those “Communist Choices” into the game once I start the scripting proper, but it was the most effective way of showing that the scripting is very flexible.
And the window textures are literally just the outlined text boxes; two of them, one for the primary text window and one for the name window (which is where the bug was). I call DrawString twice after drawing the textures (four times, really; once each for the text shadow in each box, and once each for the text itself). I still don’t have the hang of drawing to a texture before drawing to the screen, though, so it’s not quite as efficient as I was hoping it would be.