Some progress:
Menus, game settings, high scores and joy pad configuration (still messy though) are in and working. Screens fade over nicely from one into the other, pause mode is working, so it is time to add the player or start porting ParticlesMAX over… I think I will start with the particle engine, as the player will need the particle engine for guns, lasers and engine anyway…
Over at the forums at muttleyville, we’re been kicking around ideas for the design as how it would fit into the framework. Streamlining things a bit never hurts and so that it what we’re trying to do as well.
What does this mean for the ‘standalone’ version of ParticlesMAX? I doubt it will be updated from now on, but it will remain online for anyone who wants to use it. There have been plenty of downloads but not one comment from users so I guess it’s not widely implemented anyway. As wxMAX is not a part of the framework, the new editor will be a separate build and will be provided as a binary from the framework Google Code site. Source code will be provided of course, but it cannot be compiled unless you install wxMAX from here.
On a personal note: I have sold my PS3 to my nieces’ boyfriend and got me a PS3 Slim, in the combination pack with Uncharted 2. Now THAT is a cool game, and I don’t even suck at it… The cover system is brilliant, better than in Gears of War and without the annoying icons. Cool story, excellent game play, the cinematics and voice acting are top notch. I really am enjoying this, I might even finish it and do it all again
And graphically it’s just …wow… But don’t you just hate that Yeti?
Recent Comments