2012-03-20 23:10:15 Posted by RetroZelda


So, me being me, I forgot to include some Important library"s to get any of my projects to build, so this is the topic where I am going to place links to the location of the librarys and update it periodically as well as to start including needed DLLs with the builds. Note: These are going to be x86 versions. You can do the search for 64 bit versions. Microsoft Visual C++ 2010 Redistributable Package (x86) DirectX End-User Runtimes .NET Framework

2012-03-20 23:11:24 Posted by RetroZelda

Dungeon Monster Descent

Update [Feb/15/2012]: New installer created that includes a more optimised build, bug fixes, and wii motion plus support! Although the wii motion plus's status text is ugly, check it out! Note: Some browser's malware detector comes up with a false positive for the installer. Dont worry, it is safe! Original: The six-named game is here! Hack and slash your way through 5 mind boggling levels as you collect potions and 8 unique spells to hunt down and defeat the evil Vurithra! Six names? Yes, "e;Dungeon"e;, "e;Monster"e;, and "e;Descent"e; in any order can be a title of our game, and because we never could decide what order the words should be, the game randomly generates the name and changed the save folder to fit. This was a laughable decision at first, but it is mine and the rest of my groups heart, buried deep within the code. Yes, this is my SGP project and it is AWESOME! Originally, this game was just an idea that I had pulled out of my ass in ROG because the group that I was assigned to were all really quiet(including me), so naturally, I pulled an idea out my ass, and the other group members expanded upon it and at the end of ROG, we had a [terrible] prototype for this game. Imagine Candyland, sweet and sugary and happy with many many different colors. Now take out anything that isn't square and make them square. Now get rid of all colors and make every landscape black and every object red. That was our prototype, an ugly boring version of Candyland. But going into SGP, Ceub had picked up another member, who is very troll-able i should add, and together we added the sugar to our game during the first month. Going into the second month, we had belly aches from just eating the sugar that we knew that we needed the bright colors and the loving characters of Candyland(excluding Plumpy; the bane of Candyland), so we then each made our own levels, with traps and enemies to compliment those levels. Plumpy kept showing up to ruin some things. We would get heap corruptions here, and memory leaks there, and even random crashes when running in release-mode. It was a struggle, but we took care of Plumpy... for the time being. Towards the end of the month, we traded off our Prize game to get debugged by another team. Plumpy was back, but this time, in mere bugs. Squashing these bugs was a piece of cake, and when the time came to have the SGP expo, everything was squashed except for a few bugs. Although we had those few bugs left in the game when we presented the game, we felt an accomplishment that wasn't anything that could have been felt. Dungeon Monster Descent was finished, and people loved it. It was challenging and exciting to watch people fail. Many people had played the game, but only a select few had beaten a level, with only one guy beating more than 1 and getting almost all the spells! This project that you should really download and try really taught me quite a lot. I think that the process of developing a game for the first time is the best way of improving your programming skills, as well as having hardships, laughter, tangents, as well as successes and failures on the way. And no matter how many times you play the classic board game Candyland, there will always be that Plumpy card, taunting you from the depths of the deck and only showing himself at the worst possible times.

2012-03-20 23:11:41 Posted by RetroZelda


A few weeks ago I started in on a Full Sail University wide game project called Plunder. Although the learning process on my first project where I am jumping in during the middle of its development was a bit rough, I am now feeling really good and starting to be able to find my way around everything. Now, although it is being developed in Unity, it is still a challenge learning the Unity api as well as reading and integrating in uncommented code, as well as trying to keep my own lines clean and easy to understand. So far on this project I have mainly fixed bugs, adjusted camera's and I am in the process of working with Unity's strange way to communicate with mysql. I still do not like the way I found the documentation goes about adding and retrieving data from a database, but I am in the process of writing a completely different wrapper for mysql, that way I can have continue to use the current mode of communication now, and then if I do find a smoother way of communicating to the database, I can easily use the existing interface to easily transition to the smoother system. But for right now, the implementation I have works great, and depending on what I get available to me to use, I should be moving away from my test database and into the official database that will hold all the Plunder data. And this is very exciting for me! Now, because Plunder is an educational game, the data I need to collect from each player that will play this game is going to be very difficult. I will ahve to track down all the possible learning aspects of the game, and have the way the player interacts with these aspects will need to be recorded and saved so we can track player's progresses and analyse the learning aspects(e.g. what players already knew compared to what they will learn). This i see as a challenge in itself that I am also very excited to be a part of. Working on this project for just a short amount of time has helped me learn so much, and I think that If I didnt take on this project, I wouldnt have went back to php and mysql for probably many years! Not just that, but the practice of reading other people's code, working with people and relying on them as well as people relying on me to do things is really self-fulfilling, and exciting. Although it is exciting now, I do feel that there will be really stressful and pressure filled moments will occur, and I do hope I will be able to handle those moments the best I can. Ciao for niao!

2012-03-20 23:11:58 Posted by RetroZelda

DatabaseConnect v1.1

And here it is. my c#.net wrapper for mysql. It is still early, as you can only connect, read data, and write to an existing database, but I do plan to continue work on it, and eventually manage all my posts on retrozelda.com using this class. a few notes on use: this class is implementing Mysql's Connector/NET, which can be found Here. Because Connector/NET works with microsoft .net and Mono, it **should** be cross platform, but because its compiled as a DLL, this will only work under windows. this wrapper includes 2 classes: public class ColumnData; public class CDatabaseConnect; TODO: - user-defined queries - create and delete of tables - insert and delete columns - remove existing rows - edit existing rows - more awesome stuff

2012-03-20 23:12:13 Posted by RetroZelda

XNA - Chicken App

Me being me, had to have my demo chickens be the first app I post. These chickens where a day project on Easter that I did, and then a few weeks ago i Spent about an hour researching XNA and then I ported them over the same night. Now, I don't have a 360 so this is a Windows build, but porting over shouldn't be an issue. Click the button to download the full source with vs2010 solution. Ciao for Niao!

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