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By NullCityAdmin on 27th Mar 2012 @ 06:01PM
It's finally complete, last night I put the finishing touches on the Kitae State Machine editor. I actually had the idea for this a while back, and built all the base classes and tested them, but wanted to finish the IK editor for Skeletal Actors before moving on to the editor for State Machines.

Kitae's state machines mean that at code-time you do not need to worry about what actions lead to what states. For example, player on a ladder would usually not be able to either jump or run left or right. He would likely only be able to climb up, down and drop. This kind of switch from state to state is handled entirely by the state machine based on the actions you feed in and the transitions you build to link one state to another. The whole point of the StateMachine classes are to remove large nested switch statements from your main loop. These are typically difficult to follow, hard to debug at runtime, and a pain to maintain. Anyone who has written any game before will be all too familiar with the spaghetti code that often plagues character update methods. Hopefully StateMachines will allow you to take control of this problem much more easily. Update loops can typically be written as a single switch state against the current state of the StateMachine, and StateMachines are much easier to visually debug in the Game Editor.

StateMachines can be used anywhere you would normally manage state, e.g. character Update methods, managing menu selection, etc.

I'm not 100% sure I've covered everything people will want to do with state machines, but for now, they are still very useful.
I'm very happy to announce the development of Kitae. A new rapid development 2D engine for XNA that enables 2D game developers to build games for both Windows and the XBox 360. The engine is currently under heavy development and will be released within the next 3-4 months.

If you are interested in 2D game development and particularly XNA game develepment. We are looking for beta testers for the Kitae application which will go into beta phase within the next month or so. If you would like to test the application you can submit a request to test over at the also newly introduced Members section of the site.

Check out Kitae over at the the new Kitae Section.

About Kitae
Kitae is a rich, rapid development 2D in 3D game engine for use with the Microsoft XNA platform. Kitae provides a rich application development toolset that suplements Visual Studio or Game Studio Express, allowing you to concentrate on the design and logic of your games without having to worry about the grunt work. Kitae is feature rich, allowing you to create just about any game you can imagine with relative ease. Kitae is not a Game Maker and is not designed to remove programming from the equation. Kitae is a powerful asset management system and middleware engine that facilitates modern 2D game development for both Windows and XBox 360.

Screen Shots

Rob - Null City Admin
By RobHutchinson on 02nd Jul 2009 @ 08:15PM
The Kitae Game editor is where you'll spend a lot of your time designing your games. Everything from setting up your sprites, animations and scenes, to creating innovative levels and designs. The Game Editor provides a professional interface that is similar to that of Visual Studio or Game Studio Express, so it will be familar to those who have already written games in XNA.

Here are just some of the main features of the Game Editor.

• Project Manager provides a tree-view of your game assets.
• The Graphic Editor provides a fast, easy way to insert and manage your art assets.
   • Sprite Cutter tool can be used to extract sprites from other images.
   • Tile Cutter tool can be used to extract tiles from uniform tile-mapped images.
• Font Editor provides an interface for building fonts.
• Font Wizard allows you to quickly create Kitae GraphicFonts from True Type fonts and allows you to add effects.
• The Property Grid allows quick and easy editing of all your game objects.
• The Scene Editor allows you to create scenes with layers and actors and position them for first run.
• The Tile Map Editor gives you the power to quickly build game levels and maps.
• Powerful Magnifine Glass tool - helps with pixel perfect positioning.
• Keyboard shortcuts for all major actions.

Null City Software
Null City is dedicated to developing top quality sofware products for Windows PC, XBox and Windows Phone. We specialise in games and .NET applications & components.