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.

Friday, June 17, 2011

Engine Core Rebuild.

Changes being implemented.
Removing anything XNA I was having to many issues with it and really wanted to take advantage
of shader model 4 which XNA was not allowing me to do.

Unfair Render/Update methods.
I am making this important change because XNA operates on a 1:1 ratio of update and then render.
I don't really like this because would like to have an update method that can do some actual thinking without causing jitters.
I also see positive benefits for networking and GameStratergies.
That's all for now I obviously have much to do.

Saturday, June 4, 2011

Core Updates.

Whilst working on the BadKid Game Engine I have made some changes to the Core Library.I hate working in radians so I have stated to introduce Units of Measure.
for example you can write
var z = Maths.TwoPi.ToTau(Angle.Radian);      // 1 cycle.
The Angle.Radian can be ommitied as it already the default parameter but be carefull the functions do not know the uom you are working with. they are assumed.

Easy setting of display modes. in BadKid GameEngine.
The base constructor is now as follows

public GameEngine(int width = Preferences.DefaultScreenWidth,
       int height = Preferences.DefaultScreenHeight,
       bool fullscreen = Preferences.DefaultToFullScreen)

So all you have to do is create a constructor such as
public MyGame():base(320,200){
Alternativly you can set the DisplayMode using and Display mode available in the DisplayModes enumeration.
DisplayMode = DisplayModes.First();

Saturday, May 28, 2011

Example

Example of how things are shaping up.
using System;
using BadKid;
using BadKid.Engine;
using Core;
using Core.Math;
using Core.Utilities;
namespace Example{
     public class Test : GameEngine{
             private PrimitiveBatch _primitivebatch;
             private SpriteBatch _spritebatch;
             private Surface _surface;
             private Polygon2D _polygon;
             public override bool Initialize(out Process<bool>[] asyncProcesses){
                    _spritebatch = new SpriteBatch(this);
                    _primitivebatch = new PrimitiveBatch(this);
                    _surface = LoadContent<Surface>("Example.back-air.gif"); //As embeded resource
                    _polygon = GeometricGeneratorFactory.CreateKochSnowflake(
                                        new Vertex2D(400, 300), 200, 2, 0, new Color(255,0,0));
                    asyncProcesses = null;
                    FullScreen = true;
                    return true;
             }
             public override IComponent Update(TimeSpan gameTime){return this;}
             public override void Render(TimeSpan gameTime, Camera camera){
                    Clear(Maths.Randomize<Color,Color>());
                    camera.Rotation += 0.05f;
                    camera.Zoom += 0.05f;
                    if (camera.Zoom == 5) camera.Zoom = 0;
                    _spritebatch.Begin(camera);
                    _spritebatch.Draw(_surface, Center);
                    _spritebatch.End();
                    _primitivebatch.Begin(camera);
                    _primitivebatch.FillPath(GeometricGeneratorFactory.CreateRandomHull(
                                        new Vertex2D(400, 300),300,300,20));
                    _primitivebatch.FillPath(GeometricGeneratorFactory.CreateStar(
                                        Center, 10, 50, 200, 0, Maths.Randomize<Color, Color>()));
                    _primitivebatch.End();
             }
             public static void Main(string[] args){
                    new Test();
             }
     }
}

Friday, May 27, 2011

Still Working.

Quick Update.
2 Libraries, Considering I had way to much code for 1 project I have split the whole thing into 2.
There is the Core Lib which contains anything that can be considered generic and re-usable and the BadKid lib which is still the initial goal.
A lot of work has been done and the primitive batch is working but I am noticing some lag so I will be working on optimising that and the sprite batch is also working.
The XNA option params issue has been defeated though not entirely sure how I just kept buggering around with it and now when you extend the GameEngine class you are free to code in C# 4.0 without any annoying issues.
I will publish the Core Lib as soon as I implement Vector3D, Vertex3D and Matrices but only as binary and debug because I am sure this will be worked on further, logic is BadKid is the only other library I have using it and I can find things I want to change.
Anyway would blab more but I'm still working.

Saturday, February 12, 2011

Progress

Quick Update.
Implementations.
Update by player to allow future network development.
Camera.
Current WIPS
Very simple scripting language.
Console being added and planning on putting in an onscreen keyboard both QWERTY and TXTstyles. Good thing is will be able to use some predictive function already in the engine. Will mean a re-write of the debug pipe but will make debugging easier.
Future implementations.
Render textures and gradients to polygons.
Debug context loader.
Completion of sprite batch and deferred renderer.
Particle engine.
Prefabs shaders and post compile shaders.
Sound inclusion of XACT audio and external audio.

Tuesday, February 1, 2011

Polyfun

Finally added Polygon and primative functionality into the engine.
Also added a console system however after all the changes it's probably about time I considered a re-coding the whole thing. I find it's the best way to find bugs.

Tuesday, November 23, 2010

Things


Top to Bottom, Mersenne Twister, Multiply With Carry, System, Nth Random Number


Still building. Have to really start on the graphics and though I have much ready to go in there are a few kinks to work out but it will all come about; That being said had a bit of a give up momenent so I just extended the math class and added a cool RandNth(int n) that will return a random number for a given value of n.
Could have some uses, Yes I am aware it needs work.

Thursday, November 18, 2010

Structure.

every thin is going vry well the basis of the system is working the utilities are building up the whole system has been revised and modified but as i'm finaly getting into the graphical and most important aspect of the engine I keep noticing that every thin I add could have been placed better on a lower level of abstraction thus making certain code though easy to use essentialy redundant and even worse forces me to extend additional code thuscausing code bloat. Being this is the case I plan even though I dont want to begin a seperate project which is basicly BadKid.Pure

Friday, November 12, 2010

Doubles

Lots going on codewise. as stated have gone over lots of potential issues and augmented a lot of code. Funnily enough the code has shrunk but has still almost doubled since I last checked. I have virtually promoted everything that was once float based to double based and am still continue to chang things around. I want to make the base of what I have easy enough to follow and understand it features.
Anyway more to do.

Tuesday, October 19, 2010

Cleanup

Well path finding working just right. Now as I said i must clean up and go bug hunting.
That aside I have just registered badkid.wikidot.com an will be using this to explain and document the BadKid Game Engine API.

Friday, October 15, 2010

AI and Math

Math
A lot has been done on the Math side of things.
The code base is now over 1800 lines which is a huge jump. Most of this is all the overloads in the math classes and associated type extension IE i.Abs() etc.
Everything I could do generically has been done so and also overloaded this should help keep things cleaner when developing games.

AI
The AI. The basis for the path finding has been done and it's core is generic this will allow reuse of path finding for some not so obvious uses but not to worry I will be building a Factory for building common path finders all you should have to do is provide the parameters and if need be custom delegates to determine certain things.
That aside have tested so far on both 1d and 2d maps so anything else should work too, I now only need to enhance a few things and do some testing on costs such as impassable objects such as walls.
"NB: The path finder operates in either instintive or planned or both modes, this way you can either wait until the optimal path is found or be notified of new decisions as they happen."

Next task after this will be code analysis and plugging of any holes I find. As with everything I've been doing I am making every effort to note which parts are not unique and can be defined elsewhere for different uses and this is really helping the framework to become a thing of elegance.

Friday, October 1, 2010

Docs

Should have put this up earlier but it's here now. This is still incomplete and subject to change.
BadKid Game Engine Documentation

Saturday, July 3, 2010

Dice

Well though the code is still just under 1000 lines absolutely everything is commented and working fine. Lots of work as been done on the helper classes and I have just put in a dice roller which goes well above anything you'll find on the net.
Lots more to do though. It is planned that a library of prefabs for Sprite Fonts and Sound effects will be put in simply because they don't necessarily define a game and can be quite generic so can be considered a reasonable resource to be put into the game engine.