I mentioned earlier that I'm refactoring some game code to use a State Design Pattern, so I thought I'd write about what I've done in my blog. Read the rest of this entry ...
As I've mentioned before, I've started work again on "Ten Nights" and I was able to squeak out a build last night. Before I was about to publish it on my website though, I ended up IM'ing with Sinasac and we worked on getting a better background image for the clipboard. It looks quite nice now in my opinion and matches up with the other improved graphics. Download it here. Now to start work on improving the graphics of the game itself.
For those of you who don't know what XML is, I'll start by saying XML is possibly one of the worst acronyms ever. It stands for stands for "eXtensible Markup Language" and not only does this acronym illegally steal the ever-cool letter 'X' for its own deviant purposes, it turns out that XML is not even a language, it's a syntax. Read the rest of this entry ...
Looks like somebody is getting sick of all the Google advertising. I wonder how long this will last until Google lawyers get into the mix...
And this comes just as I was looking into pimping myself with Google's AdSense program...
[Editor's Note: Which I subsequently did and have been doing for 3+ years...]
Well, I clamped my bowie knife between my teeth and dove back into the C++ game project I'm working on entitled "Ten Nights of Killing and Mayhem". Chief among my updates of this legacy code is so that it can be played at any screen resolution (the legacy version of this game was written for DOS using Borland's BGI libraries and only supported 320x200 at 256 colours). I haven't done any work on it since June 2004 so I'm a little rusty and still trying to get my bearings. Read the rest of this entry ...