Wednesday, November 14, 2012

Badkid Core Library as per OhLoh
Estimated Cost of development $ 398,208 *
http://www.ohloh.net/p/badkidcore/factoids

Very well-commented source code

BadKid Core Library is written mostly in C#.
Across all C# projects on Ohloh, 21% of all source code lines are comments. For BadKid Core Library, this figure is 37%.
This very impressive number of comments puts BadKid Core Library among the top 10% of all C# projects on Ohloh.
A high number of comments might indicate that the code is well-documented and organized, and could be a sign of a helpful and disciplined development team.

Young, but established codebase

The first lines of source code were added to BadKid Core Library in May, 2011. If this young project has had recent activity, then it likely has passed its critical early start-up period, and has become established. The project still may be rapidly changing, innovative and exciting, and finding its focus.
As this project matures, a longer source control history in conjunction with recent activity might indicate that the project has enough merit to hold contributors interest for a long time. It might indicate a mature and relatively bug-free code base, and can be a sign of an organized, dedicated development team.
Note: The source code for BadKid Core Library might actually be older than the source control history can reveal. Many new projects begin by incorporating a large amount of source code from existing, older projects. You might be able to tell whether this is the case by looking for a rapid rise in the amount of code early in the project's history.

They actually got the size of the team wrong as it's just me but that's awesome.

Wednesday, August 29, 2012

Now Free

After consideration I have decided to make grid and scrabble nights free.
Basically because it's not worth trying to make money off it. and more importantly to me I have kids and learning is important so I figured if i could get a free scabble game for my kids I would and I hope it can be of benifit to others. And as for grit it is not rally educational but it's puzzel based so can't hurt.

Also they have been made open source so it may also help with higer educational.

Best to all.

https://grid.codeplex.com/
https://scrabblenights.codeplex.com/

Saturday, March 31, 2012

Licence Me

 
LicenceMe is a Software licensing management tool that is simple, safe, secure, affordable and easy to use.
With LicenceMe you can painlessly generate a set of licence's that can be validated by you end users and seamlessly be integrated into you .Net software projects.

Sunday, March 18, 2012

Scrabble Nights v2.0.2

Scrabble Nights v2.0.2 is now available.
Fixed 1 letter word scanning.
Made AI more fair.
Added hints.
Added lastword fader.
You can either re-download via your extended download service from regnow or visit our support section.

Monday, December 19, 2011

Scrabble Nights

Scrabble Nights!  see more
Play the Classic Family Puzzle Game, Scrabble! 
Test your word skills and knowledge against yourself the computer or friends and family.

Simply select the tiles you wish to use and move the mouse over to the board. Right click to rotate verticlay or horizontaly and the game will automatically position the tiles and indicate if the word and placement is valid or not.

Left click or simply select differnt tiles to form a word or exchange or pass that turn.

Wednesday, November 2, 2011

Update

Finally posted 2 releases of the BadKid Core Libray.
Feel fee to use and play and most importantly let me know of any issues or changes needed.

The BadKid game engine is still being worked on but is always being reviewed.  watch this space because a GUI will be built into it and It should be used for The Scrabble nights game (working though not realesed just).  Reason being....  Umm no I'm not saying anything just yet.

Saturday, July 2, 2011

Status update.

Making some changes to the engine at the moment.
Currently I am writing up a simpler version along side it to experiment with ideas and the following things will be implemented as a result.
Textures will be loaded as Sprites and are referenced through a Sprite Library.
The good thing about this is I will be able to cache and dispose and reclaim required spites when required.
The sprite library also uses either atlases or textures but can both be used identically so that's a benefit.
The variant of the sprite batch I'm working with also z-sorts prior to posting to the graphics device this should save some hassle.
Also I have just built the particle system, logging system. and working on inputs.
Sprite and Primitive batches can both take a camera input which make rending worlds easier and i have attach a simple tracking system for the camera so it can follow any target IE the mouse.
These all need to be re-integrated in to the engine but it's all looking good.

Next up is GUI interfaces and better collision detections.
As it is the collision system works very well and can detect collisions with objects even if they are
projected differently allowing game object to interact with UI elements.

I should really work out a road map.