Category Icons

Another problem that I noticed during the playtest session was that there was not a clear correlation to the player between what they were doing in the level and the rank grades after the level was completed.  Therefore, I added three icons to the lower right portion of the screen, and numbers signifying the values for those categories which update in real time.  I thought that adding this would make the screen have “too much going on”, but I will leave it in for now.  I also put those icons next to the textual descriptions on the level complete screen, so that there is a direction connection between the icons on the game level screen and the categories on the level complete screen.

I also tried coloring the icons in real time based on the current rank value for each category.  However, this was confusing because pieces and time would start out yellow (S-rank) and luminosity would start out red (C-rank).  This is because the player raises their luminosity rank over time, and the player can only lower their  piece and time rank over time.  Plus, the colors would sometimes change and flicker too quickly between grade colors at times.  Therefore, I left all of the icons and numeric values white.

“The Level 2-6 Problem”

There is a visual connection problem that only occurs when placing a resistor next to two objects, where one of the objects in another resistor.  This is apparent on level 2-6, where you have to put a 1 resistor next to both a wire and a level 2 resistor to get the maximum luminosity of 2, as shown in the screenshot below.  Notice the connection between the 2 and 1 resistors, which really doesn’t exist when looking at the flow values, but it is incorrectly drawn.


Displaying the flow values shows that the resistor’s value is automatically deducted from the flow value.


I rewrote most of the code in the  method which returns the wire image used for a specified cell.  This code is used for both the wire and the resistors, since the resistor is overlayed on top of a wire image.  First I load four variables containing references to each of the four adjacent pieces (or null if one doesn’t exist).  Then I start assigning null to those variables if a connection to that adjacent cell should not be made.  Finally, I have an if/then statement which looks at those values and then returns an integer ID representing the wire image to use to make the appropriate connections.

I started seeing the one frame flicker problem again, when a new piece was placed  next to more than one adjacent pieces.  I found that the line of code that placed a new piece on the board was located after the code which updated all of the pieces.  Therefore, the first frame of a new piece was always incorrect.  I moved the line of code which adds the new piece above the piece array update check, and now the flicker problem is no more.

For each piece, if it is not filled or filling, then it should make all possible connections because there is no way to tell which direction the flow will be coming from.  If there is an adjacent cell, it should make a connection to that cell if the flow direction (stored as an instance variable of the GamePiece) is coming from that direction.  Conversely, a connection should be made to any adjacent cells which have flow coming from the current cell.  Otherwise, a connection should not be made to the adjacent cell, because it could possibly have a different flow value.  One continuous wire should not have two different flow values, which I explained in an earlier post.

Below is what the corrected display looks like now.  A lot of work to fix a small graphical anomaly which nobody would have probably ever noticed anyway.


Additionally, I updated the code so that the luminosity icon value only increments after the LED fills (not as it starts filling).

Stick a Fork in It

Title Safe

Noticed that the title safe area on the PC is the entire window, so things looked slightly off when it is running in  a window.   Went back and removed the device specific Title Safe Area rectangle, with my own that I calculate based on the size of the screen that I define, using 10% around the edges as the unsafe area.

Device Storage

The fast transition of the device selection screen on the XBox Slim was very noticeable, due to the bright yellow background color.  This screen is only displayed for a split second, since there is only one storage device which is automatically selected.  I’m not sure why it won’t let me select between the hard drive and cloud storage.  I removed the yellow screen and replaced it with the standard background color, but the “select storage device” message still flickered for a brief second, so I put in a counter to delay the display of the message for 60 frames.  Now, the message should only display if there is a problem.

I also need to go back and modify the “reset all data” functionality, so that it takes advantage of the new load storage screen.   I don’t have the time to fix this, so I went ahead and removed the “Delete All records” functionality from the level select screen.  I never liked the fact that there was no selector for it on the screen, and adding the functionality back using the new saving method will just be too much of a hassle at this point.  I can use that time to do better things.  Plus, I did learn previously that the player’s data can be deleted from the XBox system menu.

Four Controller Ports

Added code to hold the controller state for all four controller ports.  Apparently, I don’t need to check to see if a controller is actually active to get its state.  Added a parameter to Screen methods which handle button presses, so that now those take an int parameter which signifies which controller port pressed that button.

Updated the code so that it now allows the device selector to be opened and controlled by the controller port which started the game.  Added exceptions to handle a save after the user has signed out of their profile during the game.

Tried using the Guide message display API call to display a message to the user if the game was no longer being saved due to the user signing out, but it also has the problem of crashing if the guide is active, so I didn’t bother with it.


After reading threads about others who have failed peer review, I added a check to ensure that the logged in player can purchase content before the Marketplace screen is shown on the trial screen.  I’m thinking that 21 levels for the trial may be a bit too much.  I’m doubting that anyone can complete that many levels within 8 minutes, and my purchase screen is only displayed after those 21 levels are complted.  However, people can still buy the game through the main marketplace window.  The user can play the 8 minute trail multiple times, selecting the other levels (up to 21, 3-1) that they have not completed, so therefore it is possible to the player to complete all 21 trial levels to see the purchase screen.

I’m trying not to be like most other games which have “buy buy buy” plastered all of the game’s interface.  After all, if the player likes the game, then I’m sure they will know how to buy it from the marketplace menu.

Graphics Updates

Updated the cell selector to use the a symbol representing a resistor.  Went back and made it a hand drawn anti-aliased line using the Gimp brush tool, with the middle cut out.  Added a slight green glowing effect to this selector sprite.

Also added another overlay to the filled light, which is a sprite of two white filled arcs.  This rotates for each filled light.  It looks much better than what the screenshot shows.


Minor Changes

On the title screen, I also changed “New Game” to “Start Game”.  I thought people may think that “New Game” will overwrite their existing record data, which isn’t the case.

After checking the Not So Evil Checklist again, the game won’t be failed for a Code 7 crash, which results from the account with the App Hub subscription signing out.  So I just needed to ensure that it is playable from any controller port.

Learned that I don’t have to recreate the XBox entry XNA Studio Device Center and re-enter the key after restarting the XBox.  I’ve just got to ensure that the XBox device for the active system is set as default.

Wrapping Up

At this point, I’m considering this game to be done.  I tested it using all of the checks on the Evil Checklist, and I believe it passes all of them now.  I will sleep on it overnight, and may play test some  more of the levels again tomorrow, since I have tomorrow off of work for Memorial Day.  Unless there is some major issue that must be fixed, I plan on submitting it to the contest tomorrow.  Thanks to everyone who has read my status updates.

Peer Review Preparation

Evil Checklist

I started reading about what needs to be done to publish a game, and I noticed a thread on the App Hub site referencing the Evil Checklist.  I’m not sure if my game needs to pass everything in the list to submit it to the contest, but it’s probably better if it does.  For instance all games must have a trial mode to be approved to be published to the XBox Marketplace, but I’m not sure if that is necessarily required for the contest.  Since I still have two weeks until submission, I will try to make sure that my game passes everything on that checklist.

Right out of the gate, I know my game would fail peer review because it doesn’t allow the game to be played on any controller port.  It only registers input from the controller on the first port.  That may not be a quick fix, but it should be relatively simple.

The checklist also provides various tests for the device selector.  I know I had a problem the other night when the game transitioned to the game win screen (and saved) while the Guide was open.  My game may also not function properly if no storage device is selected, since it always reads from the storage device when the level select screen is displayed to show the ranks.  According to the Not So Evil Checklist, I can force the player to select a storage device.  Therefore, I should be able to just modify the code (if needed) to gracefully handle the state when no storage device is selected, such as returning the player to the title screen.  The real kicker is that my primary XBox (slim) doesn’t even have a port for an MU (Memory Unit) for testing multiple storage devices, so I’ll have to try to get the developer tools running on my old XBox (ugh!).

More Rank Updates

Updated the rank values for the last 30 levels, 7-1 through 9-10.  Played each level twice to get the piece, luminosity, and rank values.  If I got a better score the second time, then I usually played it again a third time.  Basically, I kept playing the levels over until I didn’t get a better score, and then I used the best scores for the S ranks.  I think the game should now be functionally complete, but I might go back and update the graphics for the selected cell (currently just a blue square).