Read Part One for a refresher first. We left that article with the hazy outline of how we can implement a state machine from an application's perspective by deferring state transitions and behavior to State subclass objects (which we still need to write) and have these objects swapped in/out depending on our requirements. We now get into some more detail on this and show a full (yet trivial) example. Read the rest of this entry ...
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...]