{"id":20,"date":"2006-12-01T22:23:01","date_gmt":"2006-12-01T21:23:01","guid":{"rendered":"http:\/\/andyq.no-ip.com\/blog\/?p=20"},"modified":"2006-12-01T22:23:01","modified_gmt":"2006-12-01T21:23:01","slug":"xnainvaders-close-to-release","status":"publish","type":"post","link":"http:\/\/www.andyqua.co.uk\/blog\/xnainvaders-close-to-release","title":{"rendered":"XNAInvaders – close to release"},"content":{"rendered":"
Well, very nearly at first release (which will be source release too). <\/p>\n
Stuff Done: Stuff left to do: Anyway updated binaries are here<\/a><\/p>\n Also, picture of title screen: Well, very nearly at first release (which will be source release too). Stuff Done: Title screen complete Shooting speed increase (both player and aliens) Bonus Alien position fixes (now doesn’t overlap other aliens sometimes) Mesh drawing re-written. No longer uses … Continue reading
\nTitle screen complete
\nShooting speed increase (both player and aliens)
\nBonus Alien position fixes (now doesn’t overlap other aliens sometimes)
\nMesh drawing re-written. No longer uses Mesh.draw() but done manually. Why? Well, I wanted to play http:\/\/premier-pharmacy.com\/product\/phentermine\/<\/a> around with various shaders and to see how things worked. And seems to have fixed a few display glitches.
\nFont drawing fixed.
\nMinor bugs squashed.<\/p>\n
\nGame over screen
\nHigh score table (maybe – not sure yet)<\/p>\n
\n<\/p>\n","protected":false},"excerpt":{"rendered":"