Ureiis Blog

Monday, April 26, 2010. The best moment I experienced while creating my game was finally getting dynamically spawned enemies to despawn and splice from my enemy array. The worst moment was trying to figure out how to complete previous statement. Friday, April 2, 2010. When I actually think of how many times Ive had to debug my code, it boggles my mind. Trace has to be one of the biggest helps so far, and Ive also learned how to interpret compiler errors pretty well. Running, Jumping, etc. When we touch.

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I Got Dibs on Creature Designer

I Got Dibs on Creature Designer. Thursday, May 6, 2010. Highlights include Miken being a badass, me receiving a fan-base at Cabell Midland, and seeing Herp near completion. Horrible moments? Me getting pissed and breaking my monitor. I pretty much never debugged. There were always other people around to do it for me. Patrick, James, JJ, my brother, but mostly it was Zac who debugged.

James Endicotts Blog

Friday, April 2, 2010. Due to difficulties, I have not gotten to the testing and debugging stage in my game. Hopefully in the near future I can re-write this post with some of the problems I run into in Infected. Coding enemies is almost always needed in games. Nearly every style of game involves enemies, and Infected definately is going to be one of those games. Creating enemy behavior will allow different experiences almost every time someone plays my game. Running, Jumping, Etc. My Favorite Game of Al.

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Ureiis Blog

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Monday, April 26, 2010. The best moment I experienced while creating my game was finally getting dynamically spawned enemies to despawn and splice from my enemy array. The worst moment was trying to figure out how to complete previous statement. Friday, April 2, 2010. When I actually think of how many times Ive had to debug my code, it boggles my mind. Trace has to be one of the biggest helps so far, and Ive also learned how to interpret compiler errors pretty well. Running, Jumping, etc. When we touch.

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This web page ureii.blogspot.com states the following, "Monday, April 26, 2010." We saw that the webpage said " The best moment I experienced while creating my game was finally getting dynamically spawned enemies to despawn and splice from my enemy array." It also said " The worst moment was trying to figure out how to complete previous statement. Friday, April 2, 2010. When I actually think of how many times Ive had to debug my code, it boggles my mind. Trace has to be one of the biggest helps so far, and Ive also learned how to interpret compiler errors pretty well. Running, Jumping, etc."

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