June 12th, 2008
Progess is moving along fairly well on Blox Attak. We’ve changed the shapes to a more graphical presentation. This should make the game a bit more appealing when finished. The solver has been completely rewritten, although we are still running into problems with a few bugs. And gameplay has been flushed out to a much better state.
All in all, I’d have to say we’re about 30% complete now. This is a huge improvement over the earlier alpha release of the game, which sat at around 3-5% complete.
Check out a screenshot from the latest build:

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December 18th, 2007
The first preview release of Blox Attak is available…
We’re still using placeholder art and sound, hopefully in the next few weeks our artist will finish the blocks, animations, and backgrounds.
Menu code should be added next week, along with graphics for the scoreboard.
Music will be updated when our artist has time to write the soundtrack for the game.
Please download, share, enjoy! If you have any issues, just post here or email us and we’ll try to get back to you ASAP!
System Requirements Utility!
Download Here!
Download XNA 2.0 Here!
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November 5th, 2007
We’ve been doing some research into genetics, and we’ll be working on an AI NN server that encodes/decodes a virtual genome for managing a virtual economy. We’re not entirely sure how well it will work, but we figure what the heck, could be better than the current way that its done in MMO’s…That and applying the research to an AI spawner that will breed AI based on previous experiences will come after this…
Also, I’ve been thinking about the whole D&D Project, with 4th Edition coming out in April-June of next year, I’m rethinking the way I’ve done a lot of the code. I’m gonna go back and try to externalize all of the fomula so that I can write plugins in order to support the rules all the way from 2.0 up to 4.0. I realize this will take more time (and that Wizards is working on some toolsets as well) but I think in the end it will make the software better.
Posted in D&D DM Tool, Current Projects | 2 Comments »
September 9th, 2007
Well, while my partner surfs the net finding funny stuff to post about, I’ve been developing a documentation management system. The system will allow us to checkin XML documentation files produced by Visual Studio 2005 so that we can begin building documention for our code bases. I’m looking for the xslt to transform the documentation produced into MSDN style pages, but I haven’t had any luck so far. If anyone knows where to find this, let me know please.
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September 9th, 2007
This has got to be the funniest post I’ve ever read. I found this just wanderin’ around on the net in a Mac “Fix It” forum.
bluedawg: I bought a new OS on Ebay and tried to install but it is not working (The CDs say it is for a mac book pro and my computer is a tower G5). It throws an error to restart so now I just want to get the CD out of my computer so I can have my old OS back and I can not start up the old OS to eject the CD - what should I do?
joemikeb: Reboot your computer while holding down the mouse button.
jchuzi: If joemikeb’s suggestion doesn’t work (and it probably will), do the following:
1. Restart while pressing Command-Option-O-F. Release the keys when you see writing on the screen and wait for the writing to stop loading.
2. Type eject cd and press Return. That should kick out the disk.
3. Type mac-boot and press Return to start normally.
Now I may be Mac “ignorant,” but aren’t they supposed to be EASIER to use? I don’t know about you, but if I want to eject a CD, I just hit that little “Eject” button on my drive. And it works from the time I hit the power button! So in a Mac, if your OS goes dead, good luck getting that $500 Photoshop disc out!
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August 30th, 2007
I’m still working on setting up the base classes for the file loader. My goal is to create a simple object that can be called from code to load, parse, and access the data contained in a .obj file. My job is being complicated a little because of the fact that I’m not an expert on 3D graphics, and I don’t necessarily understand what all the elements that I’m parsing are actually used for. I’m still doing a lot of research in that regard…
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August 21st, 2007
Development is coming along fairly well. I’ve integrated the Python scripting language now, which will allow DMs to script Feats for characters so that they can integrate any feat. This way when you check the feat box for “Weapon Finesse” it will actually change the attack scores for any weapons that meet the requirements for the feat, without this information having to be hard-coded. So if you have another feat that would allow you to use a non-finessable weapon as a finessable weapon, even those weapons would be affected.
I’m still working on determining how I’m going to integrate the map builder and viewer into the application. I’m still trying to learn the GDI+ interphase, and I’m thinking of switching the whole app over to .NET 3.5 to avoid using GDI+.
If you have an idea for a feature, feel free to leave us a comment, we’re looking for ideas to integrate. Most of the features are coming from myself, as I DM a large player base at the local cardshop. So most of these features come from my struggles with other DM software that has either not worked properly, or was just a pain to use.
Posted in D&D DM Tool | No Comments »
August 20th, 2007
using Microsoft.
Xna.
Framework;
using Microsoft.
Xna.
Framework.
Input;
using Microsoft.
Xna.
Framework.
Graphics;
using Microsoft.
Xna.
Framework.
Content;
using XNAEngineTesting.
XNAScene;
using XNAEngineTesting.
XNAShaders;
using XNAEngineTesting.
XNACameras;
namespace XNAEngineTesting
{
public class XNAGame : Game
{
// test comment
/// <summary>
/// test comment
/// </summary>
GraphicsDeviceManager _graphics;
private XNASceneGraph _scene;
private ContentManager _content;
private XNAInput _input;
public XNASceneGraph Scene
{ get
{ return _scene;
} }
public GraphicsDeviceManager Graphics
{ get
{ return _graphics;
} }
public XNAInput Input
{ get
{ return _input;
} }
public XNAGame
()
{
_scene =
new XNASceneGraph
();
_graphics =
new GraphicsDeviceManager
(this);
_content =
new ContentManager
(Services
);
_input =
new XNAInput
(this);
this.
Components.
Add(_input
);
Window.
AllowUserResizing =
true;
Window.
ClientSizeChanged +=
new System.
EventHandler(Window_ClientSizeChanged
);
}
void Window_ClientSizeChanged
(object sender,
System.
EventArgs e
)
{
_graphics.
PreferredBackBufferHeight = Window.
ClientBounds.
Height;
_graphics.
PreferredBackBufferWidth = Window.
ClientBounds.
Width;
XNACameraManager.
UpdateViewports(_graphics.
GraphicsDevice.
Viewport);
}
protected override void Draw
(GameTime gameTime
)
{
_graphics.
GraphicsDevice.
Clear(Color.
White);
_scene.
SceneRoot.
Draw(_graphics.
GraphicsDevice);
base.
Draw(gameTime
);
}
protected override void Update
(GameTime gameTime
)
{
XNACameraManager.
ActiveCamera.
Update();
base.
Update(gameTime
);
}
protected override void LoadGraphicsContent
(bool loadAllContent
)
{
_scene.
SceneRoot.
LoadGraphicsContent(_graphics.
GraphicsDevice, _content
);
XNAShaderManager.
LoadGraphicsContent(_content
);
base.
LoadGraphicsContent(loadAllContent
);
}
protected override void Initialize
()
{
XNACamera defaultCamera =
new XNACamera
(_graphics.
GraphicsDevice.
Viewport);
XNACameraManager.
AddCamera(defaultCamera,
"default");
XNACameraManager.
SetActiveCamera("default");
base.
Initialize();
}
}
}
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August 20th, 2007
Due to the crazy amount of spam with the CodeGeeksWiki, it has been shut down…we are in the process of converting the site over to WordPress, please bare with us. If you would like to become a contributer to the Code Geeks Projects blog, please leave a comment below. We will concider all applications based on programming knowledge. Thanks for watching!
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