1. Small Aggro Update; Possible Online Multiplayer

      written by Ray Benefield
      This week has been long and stressful. Grrr... well I'm back with another small update for the Aggro prototype. I little later than I thought, but it is here nonetheless. And from the title you can see that I am have also been busy doing a lot of research on networking. Here's your video like I plan on doing for every update and inside contains more detailed info.






      This update


      Alright so like I said, very small changes to this update. The main thing was that I've been re-writing a lot of stuff behind the scenes to make more things easier in the future. The changes consist of a couple of fixed glitches like trying to tap an already tapped character or trying to untap an already untapped character. Also fixed a win box that said Player 2 won if Player 1 won... lol. The main update was the addition of smooth sliding, zooming, and rotating. I had to redo a lot of the code behind the scenes cuz I totally ghetto coded a lot of it and needed 3 different images just for one card. Now everything works off of one image and all of the scaling, sliding, and rotating is done with math using linear interpolation. But yeah... like I said not much. I was going to add new cards, but I got distracted with research of future updates. So I apologize. Hopefully the next update I do will make up for this.

      Possible multiplayer and more


      So what's coming up? Well I've been doing a ton of research on networking for XNA windows games and I have found a solution and tested a sample to ensure that it works. Now that I know how to do it I have to actually build it in and that will be my goal for the next update. Why? Because I'm tired of playtesting this damn game by myself and I'm sure many of you are too. So online matches will allow us to get a much better feel of the game. Hopefully all goes smoothly. I have to write the server application first and then start modifying things in the code to allow to connect with the server and force you to wait and accept executed actions from your opponent. I've also been doing research on animated particle effects for use in a combat screen. But that won't be til later. Anyways, I'm out for now. I'm going to go start coding the server app. Adios and wish me luck.