Okay, I finally figured how to use the Farseer physics engine. It was not easy, since it is difficult to debug problems related to physics. Anyway, Simon can jump now! I still have to make a jump animation, but the curve is correct now. To make simon jump, I have to call an applyImpulse() method and provide the impulse vector. That's the easy part, but there is a lot of collision stuff happening and it's too much to explain here :) The good news is that I can use the physics to do other things (collisions with ennemies, rocks, flying objects, ...).
Simon is jumping...
For fun, I added audio and music playback today. The API in XNA is quite easy, but the setup is quite a hassle. You have to use the XACT tool: Cross-Platform Audio Creation Tool. At first sight, that tool creates too much abstractions. But when having a more in-depth look it seems to be a quite awesome tool: everything that's audio-related can be configured. And - very important - it integrates well with the XNA content pipeline!
Currently, I added one sound (= a jump sound I found on a web site) and the level music. One of the following weeks I will try to make my own sounds :)
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2010
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maart
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- 29/03/2010: Game menu revisited
- 28/03/2010: physics and audio
- 18/03/2010: Some refactoring and basic menu support
- 17/03/2010: Video playback & Physics engine
- 16/03/2010: Checking out Anime Studio (continued)
- 16/03/2010: Checking out Anime Studio
- 14/03/2010: Feedback and planning
- 12/03/2010: Dog walk animation and run animation
- 11/03/2010: More advanced walk animation
- 10/03/2010: Basic walk animation
- 09/03/2010: Collision Detection & Moving Obstacles
- 08/03/2010: Path lanes & Obstacles
- 07/03/2010: Level mechanism & Path slopes
- 02/2010: game design/development
- 01/2010: game setup in XNA & figures
- 12/2009: game level backgrounds
- 11/2009: the animatics (story reels)
- 10/2009: the story board
- 09/2009: the game idea
- Planning & milestones
- Le Village Perdu
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