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Games for Touch Walls

20 Jul 2011
Posted by xeophin

One future I see for our little company? Definitely something like this:

A StarWars game called FleetCommander, played on a 8160 by 2304 pixel wide touch screen.

Well, let me correct that. A touch wall.

More information on that project can be found on Arthur Nishimoto's site. Interesting fact, mostly for Dragica: apparently, it was programmed in Processing. Not too shabby, I have to admit.

[found via GamelLife]

Posted by xeophin

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I already played around with XML in C#, this part of the project was easier to do than before.

What is it supposed to do?

Basically, I could simply hard-code most of my strings used in the game directly into the code – no one would notice the difference anyway. But obviously, this is not a very good idea, both because editing strings and later translating them becomes a pain.

Creating some data that would allow me to get strings out of an XML file would solve this problem – and, if the code is good enough, be reusable in later games.

It would allow me to edit text independently of the game code and add translations on a later date.

Posted by xeophin

Update

The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.

Since I want to make some basic statistics for my game at Fantoche, I needed some basic logging function of the player's position.

Of course, this could also be done using a simple CSV file, but the perfectionist in me insisted on an XML format. A preliminary test showed me, that I would be able to transform the XML to a CSV later on, so that my S.O. would be able to use it in his own programs.1

Having set up my development environment in MonoDevelop, I started to work on the problem on how to get my data into a well-formed XML representation and onto the hard disk.

The first approach was to use serialisation. I created a Location class, with all the necessary attributes – until I realised that this would only allow me to get one dataset into a file. I wouldn't be able to add more data to the file.

Conclusion: Serialisation is only good when you have one clearly defined object you want to dump onto the drive as a well-formed XML file.

So I tried to work with the XMLWriter.


  1. So why again am I doing it with XML? Good question. Because I can? Does that make me a nerd? 



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