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();