So, I didn’t get the chance to work on MonoGame RPG tutorial 42 today. There was a bug in the game I was working on that I needed to track down instead. The good news is that I was able to track it down and fix it. However, it took most of the day and required a major code change. I also had to spend some time working with sprites in Paint.NET so that I didn’t have to worry about scaled sprites for collision detection anymore because per-pixel collision detection on the scaled sprites was killing performance to the point where you could see it pause the game. Doing per-pixel collision detection on the non-scaled sprites went flawlessly.
What’s Next
I am waiting on feedback from my client, so tomorrow, for sure, I will get a chance to continue work on tutorial 42. I won’t promise that I will finish it tomorrow, but I hope to have it finished as I’ve mentioned before, this tutorial covers adding merchants for the player to interact with to buy and sell wares. Once this tutorial is finished, I will be moving on to equipping items.
My Projects
As well as working on tutorial 42, I will be working on a new Udemy course on React Native. I still want to use that, along with React, for Lost Fate. The alternative would be to use MonoGame. I could probably make it work but having a web client and mobile clients appeals to me. The web client would run on all OSes, and the mobile client would run on the two major mobile OSes. I’m unsure it is possible to export a React Native app to Windows Phone. I guess I will find out during the course.
Final Thoughts
I got blindsided by a major bug today, and I had to fix it. It was a difficult one to track down and hard to find a solution that resolved it. In the end, I found something that worked and was able to ship a game to the client for the end user acceptance testing. Now the waiting game for feedback on the finished product. It derailed my plans for today in regards to tutorials but was a necessary evil.