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By RobHutchinson on 08th Aug 2010 @ 11:45PM
I've just added a feature to Kitae that a few people have been asking for: Actor Base Typing. Kitae produces objects automatically when you run your game, it's part of what it does in terms of editor > code. When your application is run, your modules are loaded and any definitions of actors, scenes, fonts, etc are turned from their binary saved format into game objects through a process of custom serialization. Kitae has had a feature for a while now, whereby you can specify the base type that it should create for Scenes. However this feature was never extended to actors (even though it was requested). Basically it allows you to have your in-editor actors hooked directly to a base class so you can gain internal control over it at runtime. I've added a new example to the Kitae example set which demonstrates this new feature. Here's a video of the feature in action:



The example has a FireFly SpriteActor which has the following class as its base type actor:

Code:
namespace Kitae.Example.ActorBaseTypes
{
    public class FireFly : SpriteActor
    {
        public FireFly() : base()
        {
        }

        public override void Update(KitaeGame game, GameTime gameTime, float distance)
        {
            base.Update(game, gameTime, distance);

            // [snipped] logic for this actor only here...
        }
    }
}

This allows you to keep your code right next to the actor it is meant for, no more wrapping of actors inside controlling classes. This feature comes with a slight performance penalty if you do use it, as it has to use Activator.CreateInstance when making copies. No access to expression trees on the 360 to speed this up :(.

For the testers, this feature will be in the next release. As soon as I've rebuilt the Tile Map editor the next release will go live.
By RobHutchinson on 18th Apr 2010 @ 11:32AM
Protean IDE is a legacy application which I'm no longer supporting. However, I still want the application and its source to be available to all. It is provided here for any one to use.

IMPORTANT VISTA / WINDOWS 7 - NOTE
Please note that Protean IDE crashes under Windows Vista/Windows 7 due to an incompatibility with a third party control that Protean used. The menu system in Protean is broken when using Aero, if you launch Protean directly under Vista/Window 7 and access a menu the application will crash and you will have to open task manager and manually terminate the process.

If you want to use Protean under Vista or Windows 7: First install the application as normal, then browse to the folder where you have installed Protean. Right click the Protean.exe file and select Properties. Under the Compatibility tab select "Run this program in compatibility mode for: Windows XP (Service Pack 3)" then turn on the "Disable desktop composition" and "Run this program as an administrator" options.

Since there is a work around for anyone still using Protean, we will not be fixing this issue. Protean is very old and no longer supported.

Software Requirements
Protean explicitely requires version 1.1 of the .NET platform to run on a client machine. You can download these here if you do not already have them.

- Microsoft .NET 1.1
- Internet Explorer 5.01+

System Requirements:
- Microsoft .NET Framework 1.1+ installed. (See above).
- Microsoft Internet Explorer 5.01 or later
- 256Mb+ of RAM.
- 500Mhz 100% windows compatible Processor.
- Microsoft Windows 2000 (Latest service packs REQUIRED), Windows XP, Windows Server 2003, Windows 98 or Windows ME. (Windows Vista/Windows7 supported under compatibility).
- For Blitz Basic support, Protean requires a registered version of Blitz Basic. Protean does not work fully with the Demo version of Blitz Basic.
- Recommended resolution of 1024x768 or above.

Downloads:
This is the final version of Protean compiled by me. V1.4, it is completely free for all to download. This version can be used with all versions of Blitz Classic (not max). So enjoy!

File: ProteanFinal.exe (2.55 MB) - Version: 1.4
Icon Image Last Updated: Sunday, 15 May 2011 10:21:32
MD5: F35B7123A5A9FFCEE575C10A4E7C794
SHA1: FA70C62679DAE1AFCC4BC56BAA47C61BC4947F8

The full Protean source code! Please read the licence before making modifications or distributing works based on the source. There is a readme file in the archive that I highly advise you read, as it contains information about compiling Protean, and where to go from here.

[Not Currently Available]
By RobHutchinson on 09th Apr 2010 @ 06:55PM
Using the Game Editor, you can add sound effects to your modules with ease. Once added to a module, the sound effect can be accessed at run-time and played at will. Additionally, sound effects can automatically be triggered during certain events, such as frame-replay in an animated sprite. This allows you to always play sound effects when your characters perform certain actions. For example, you might want to play a 'punch' sound effect when a fighter take a swing, or a 'scream' sound effect when the main character dies. This reduces the amount of event programming you have to perform.

Video will be supported but not directly handled by Kitae.

Screenshots
After a bit of playing around I've just finished adding the ability to comment on posts on the site. On every post where comments are appropriate, anyone can now leave comments about the article or product. You can also drop me a line here with the new Contact Us form.

Additionally I've uploaded a few bits of software I've written recently:

1) EVE Online Window Border Remover
- An application to cleanly remove the thick border from the outside of the EVE Online window at startup.

2) Minesweeper.NET
- A sample .NET 3.5 application demonstrating how to write the classic game Minesweeper.

I've also given the final version of Protean IDE a new home:

3) Protean IDE V1.4

The proteanide.co.uk domain now links directly to this page. And the page contains the final version and full source code to both Protean IDE and the Compona SyntaxBox.

Finally, I've added stubs to some of the stuff that'll be coming to the site soon. You can check that lot out in the Products section.
Rob - Null City Admin
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.