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        <title>Scrapyard Racing - Category - TimBeaudet::GameDeveloper()</title>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Sun, 14 Nov 2010 04:51:38 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/scrapyard-racing/" rel="self" type="application/rss+xml" /><item>
    <title>Scrapyard Racing! Recorded Laptimes</title>
    <link>https://timbeaudet.com/blog/2010/11/14/scrapyard-racing-recorded-laptimes/</link>
    <pubDate>Sun, 14 Nov 2010 04:51:38 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/11/14/scrapyard-racing-recorded-laptimes/</guid>
    <description><![CDATA[<p>Over the past week I have been making random improvements to Scrapyard Racing!Â  First I started with some user interface / heads up display stuff, but have yet to finish.Â  My lack of artistic value is draining me.Â  I then started playing with the best lap times database, and in-game display/interface.Â  First I started with populating the database with a bunch of generated users with random personal best times.Â  Now I have used those records to test the in-game display.Â  Which I must say is coming along nicely, even if it isn’t yet complete.<figure id="attachment_26" aria-describedby="caption-attachment-26" style="width: 512px" class="wp-caption aligncenter"></p>]]></description>
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    <title>Scrapyard Racing! Alpha Come and Gone</title>
    <link>https://timbeaudet.com/blog/2010/11/03/scrapyard-racing-alpha-come-and-gone/</link>
    <pubDate>Wed, 03 Nov 2010 02:21:52 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/11/03/scrapyard-racing-alpha-come-and-gone/</guid>
    <description><![CDATA[<p>Okay, so I did not quite get where I wanted to this October, but it would have been a challenge even if my free time would have been higher.Â  Work related stuff ended up taking a lot of my time, for almost 10 days in a row I was unable to make much progress at all, then work started slowing down, but I had an opportunity for a programming test; which ultimately failed as I found out last night.</p>]]></description>
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    <title>Scrapyard Racing! Locked Brakes</title>
    <link>https://timbeaudet.com/blog/2010/10/13/scrapyard-racing-locked-brakes/</link>
    <pubDate>Wed, 13 Oct 2010 02:16:59 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/13/scrapyard-racing-locked-brakes/</guid>
    <description><![CDATA[<p>Progress has been a lot slower these past few days.Â  Sunday I has to do a bunch of stuff in the morning, had many interruptionsÂ  and distractions while I could have been working, and had other stuff to do that took a few hours in the evening.Â  Basically no progress.Â  Monday after work was pretty much the same, although a little bit of progress was made.Â  I now have the game connecting to a database, and sending information to it.Â  This will be used for best times, world records and that sort of tracking.Â  Tuesday not much progress was made by myself, but the website can now access the database and display a table of the laptimes, sorted to boot!</p>]]></description>
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<item>
    <title>Scrapyard Racing! Week 1 Wrapup</title>
    <link>https://timbeaudet.com/blog/2010/10/09/scrapyard-racing-week-1-wrapup/</link>
    <pubDate>Sat, 09 Oct 2010 02:13:17 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/09/scrapyard-racing-week-1-wrapup/</guid>
    <description><![CDATA[<p>Now it has officially been a week since I started the project.Â  I must say I am pleased with the progress made so far, although things need to start moving along a little quicker.Â  I am still knee deep in the editor, although wow, has it come a long ways in a single week.Â  If I must say so, this is likely the best editor Iâ€™ve ever made.Â  It has almost complete undo/redo support.Â  I canâ€™t say I am pleased with the code behind the editor.Â  Maintaining this will end up being a nightmare, I can feel it already.Â  A lot of copy/paste code segments for things like add/delete checkpoints / track nodes and other bits of information.</p>]]></description>
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<item>
    <title>Scrapyard Racing! Menu Progress</title>
    <link>https://timbeaudet.com/blog/2010/10/07/scrapyard-racing-menu-progress/</link>
    <pubDate>Thu, 07 Oct 2010 02:10:30 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/07/scrapyard-racing-menu-progress/</guid>
    <description><![CDATA[<p>Well, I donâ€™t have any screenshots to share tonight.Â  I could make one of the MainMenu, but really â€“ not worth it.Â  Just take my word.Â  I do have drop-shadows on some text, which is pretty neat.Â  But besides that, it is extremely bland, rotten colors and just needs to be touched up during the next phase of the project.</p>
<p>Alpha is all about getting all the features finished and working, and the main menu is working.Â  Both keyboard (up,down,enter) and mouse (movement, left-click) selection support.Â  I wasnâ€™t planning on starting the MainMenu and linking up a few other game-states (with no actual implementation yet), until later, but I made a mistake yesterday that I need to be aware of in the future; especially on this project with such limited time.</p>]]></description>
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<item>
    <title>Scrapyard Racing! Track Editor and Tools</title>
    <link>https://timbeaudet.com/blog/2010/10/05/scrapyard-racing-track-editor-and-tools/</link>
    <pubDate>Tue, 05 Oct 2010 02:08:53 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/05/scrapyard-racing-track-editor-and-tools/</guid>
    <description><![CDATA[<p>Well progress has been coming since I last posted the Splash screen.Â  I have been working on some tools, in particular the track editor.Â  I remain vague about my game idea for the current time, but it will be a racing game; for all intent and purposes.Â  I am focusing efforts on being unique, and a thorough google search only brought up 2 other â€œpersonalâ€ projects/attempts at what I am doing.Â  I am hoping that serves to my advantage, but I am happy to know I have an idea that is more original than just making an Pac-Man clone with different theme.</p>]]></description>
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<item>
    <title>Scrapyard Racing! Splash Screen</title>
    <link>https://timbeaudet.com/blog/2010/10/02/scrapyard-racing-splash-screen/</link>
    <pubDate>Sat, 02 Oct 2010 01:58:39 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/10/02/scrapyard-racing-splash-screen/</guid>
    <description><![CDATA[<p>Well Iâ€™ve decided to make my own engine/framework, choosing DirectX for visuals and DirectSound for audio.Â  I understand this limits the current implementation of the framework to Windows only.Â  I take this path because of future plans in 2011 with this framework.Â  Beside, if I do find the need to port my â€œOctNovDecâ€ project to other platforms, the framework does encapsulate all details; FileIO, Input, Audio, Visual, andÂ  Timing.</p>
<p>So after getting my framework up and running on an extremely basic level, with a lot of fun whoop-de-doos, I have a splash screen.Â  Something I said I could do in â€œ10 minutesâ€ ended up taking â€œ40 minutesâ€ because I also made a simple sprite class.Â  My time estimations seem to lack truthâ€¦Â  Here is the splash screen, at least in concept.</p>]]></description>
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