Deathning Dev vid #2
by Alex on Jan.23, 2010, under XNA
Here’s an update to the parallaxing background test I was doing before. I added a bullet manager, some collisions and “camera code” to keep the view on the player. I also went out and bought a xbox360 controller so I can start coding for its inputs and it is very nice.
January 26th, 2010 on 5:14 pm
That’s really cool! What kind of game do you eventually want to make for Xbox Live Indy Games? I’m assuming you’re still in the experimenting stage.
January 27th, 2010 on 5:39 pm
Well, I’ve realized over the years I still have a special place in my heart for 2D sidescrollers.
I would love to do a small scope sidescrolling RPG. Right now the biggest issue is graduating from relatively small projects to a larger codebase. I’m not sure if I have good enough coding habits to maintain a large codebase and keep it readable. Just gotta keep practicing.
January 29th, 2010 on 12:33 pm
Sure you do. Just remember that discrete classes in separate files are your friends. Don’t put everything in your namespace into just a few files, and name each file after the class in question. Use lots of handler/manager static classes and put relevant helper structs at the top of the file that the relevant class is in.
January 30th, 2010 on 8:03 pm
Do structs usually go at the top? I didnt realize that.