Ignite XNA – 2
Янв 22
Recent changes:
- image and visual + logical components listing
- background, image and button components implemented
- software and hardware cursor implemented
- new graphic to main menu
- graphics for socket items are done
- size of inventory items are increased
Ignite XNA – 1
Янв 21
I have started XNA version of Ignite a hour ago. What have been done:
- video mode initialized
- keyboard events
- frame rate calculator (found sources in Internet for older version of XNA and made so that they work with XNA 4.0); to use it you will need sources and any SpriteFont
- 2d images runtime loading:
|
1 2 |
Texture2D texture;
texture = Texture2D.FromStream(GraphicsDevice, File.OpenRead(filename)); |
Tomorrow i plan to make menu, some internal routines (like texture loading and searching) and continue my research at dynamic 2d lighting.
Ignite 0.041 plans
Янв 20
Main change in 0.041 build will be refactoring of graphical code to utilize modern graphic adapters (95% that i will use DirectX through XNA, so no Linux support. sorry). I plan to release new version in the middle of february.
Planed changes:
- new graphic engine, move from GDI+ to DirectX
- interface with full mouse support
- ragdoll inventory with items drag and drop
- persistent world with no separation to world map and dungeons (maybe added later in 0.042)
- bigger effects and objects (in older versions of Ignite max size of objects may be 48*48 pixels)
Ignite future
Янв 19
I’m really displeased with Ignite perfomance on 24+bit color per chanel modes. And since it is most used mode right now i’m forced to fix that issue somehow. And only way to do it – is to rewrite graphical engine to utilize all power of moder graphical adapters.
Tricky thing is that a very big part of code must be refactored and i don`t think that i can do it without any help from the side. I speaking of emotional support. I definitely will write a new engine (with a lot of things in mind that i had learned while developing an Ignite) that will use hardware a lot better, but there is a lot chances that there will not an Ignite or even a roguelike game. I don`t see a point in game development if i will be the first and last player of this game. *sadness*
Announcement
Янв 17
Just a little announcement for a russian part of this site`s community.
I’m starting a series of articles about working with DirectX and C# here. Only 2 articles are done right now and i’m going to make another 2 tomorrow.
First, i will show the basics (creating a DirectX device, drawing polygons etc) and then will convert current build of Ignite so that it will use DirectX to accelerate it graphics. Somewhere in between i will highlight creating of simple LUA game under wonderful 2d engine – LOVE.
This articles will be writen in Russian.
Tetris LUA with a little LÖVE
Янв 15
Every true programmer will write own tetris one day (with a card games and pretty women). It`s a screenshot from my variant writen in LUA and powered with LÖVE engine.

You can get source file (main.lua) here. To run it you will need a LÖVE engine. Good choice for 2D applications, i must say!
added: if someone will actualy try to run it, remove line #29 (image = love.graphics.newImage(“images/1.png”)) or you will get error.
Ignite – perfomance on True Color
Янв 14
Sadly, but i found that Ignite have really bad perfomance at True Color monitor settings
and as developer i can`t really do something about it (beside of rewriting all graphical code for DirectX or OpenGL rendered). If you want to increase your perfomance – change your color setting to High Color (16 bpp).
This sad fact and a lack of positive replies likely will force me to rewrite engine, so it will support graphical acceleration, but it can lead to the fact that it will be a totally different game. I must admit that the decision to use a GDI+ was erroneous.
New roguelike development articles
Янв 10
- Entity Component System - An entity component system is a way to implement your game objects so that you can build their functionality through composition instead of object-oriented inheritance. The prevailing wisdom in current game development seems to be that complex games should have one of those instead of an inheritance-based object system that is likely to lead to unmaintainable blobs of a class. A roguelike is probably a complex enough game that you should use an entity component system in one.
- Rule and Event Systems - Rule systems and event systems describe how a world model evolves in time. They intend to make it easier to describe complex interactions between entities in the world model, compared to writing the behavior out in engine code. Roughly speaking, rule and event systems are to time what entity component systems are to space.
- Use of color - The most common display used in roguelike are monochrome icons with parameterizable foreground and background colors. This makes the choice of color important in making the visual look of the game usable and attractive. Roguelikes intended to be played on a console use a 16-color palette with four bits for setting the red, green, blue and “bright color” channels (the IBM CGA palette). Modern games generally use a graphical display, such as the Doryen library that allows the use of full 24-bit color for the tiles. Full-color graphics present more design options than the 16 color terminal games.
Ignite 0.040b patch
Янв 9
Recent changes:
- Another bugs with inventory is removed
- Stealth added to the game
- player character have stealth modifiers:
- Human – +0
- Orc – -2
- Tiefling – +3
- all creatures have own perception modifier
- Sneak skill will modify your stealth mod
- Sneak skill will grow with every successful hide atempt
- Player will have sneak bonus damage roll against enemies that do not see him
- Sneak damage is nerfed at every Sneak skill level
- Flare ability is buffed to 135% Fire damage (up from 100%)
- Added notification about a new versions availability in main menu (access to internet is needed)
