Irwin McSpenders

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Irwin McSpenders is on a quest to become the greatest tax accountant in the world. Help him gather as much money as possible. Unfortunately, the more money you have, the worse the taxes are on him, as he will be placed in higher tax brackets as his income rises. Therefore, you must help him rescue the dependents to get a big deduction. Beware, the government tax agents are lurking everywhere, and they are targeting Irwin McSpenders for a big audit! Gather boxes of paperclips, and use the paperclips to send the evil agents from whence they came. Help Irwin make his way to the exit of the office building, so that he may claim the title of greatest tax accountant in the world!

I tried to simulate the tax calculations as closely as possible, by using real 2017 values and formulas data for tax brackets, deductions, and taxable income.

 

 

Released

Wheel of Color

Game submitted for GM48 29th. Made with GameMaker. Theme was “Colors are Important”.

The wheel of color is composed of six colors (aka, orenji, ki, midori, ao, and murasaki). Hold the spin button to adjust the spin power. When the wheel stops, your marker is moved to the next color on the board matching the color where the arrow is pointing. Your marker moves left to right and bottom to top of the board.

There are three types of spaces on the board. Numbers represent points, which are added to your total score. Plus spins give you additional spins on the wheel. Bankrupt with reset your score to zero.

The game board is randomly generated each time, so each game is completely unique.

 

 

Released

Instanced Model

I was feeling good about the progress I have made with the game.  However, one thing I had not tried in some time is running the game on the XBox 360.  When deploying on the XBox, I came across a few problems.  First, the XBox version of the project did not have references to the SkinnedModelProcessor.  After adding a reference, it still returned an error about the library version number.  I figured out that this was because my SkinnedModel project DLL was being compiled for Windows.  In the SkinnedModelProcessor solution, I created a Copy of Project for XBox 360 and added a reference to the DLL created from that in my XBox 360 project instance and it ran correctly.

Unfortunately, I did notice some some slight slowdown on the XBox 360, and the FPS counter usually returned somewhere between 30 and 50 FPS.  I turned off the rendering of the two adjacent rooms, and it went back up to 60 FPS.  This is one reason I don’t like developing on a super powerful computer, because problems like this don’t arise until it’s deployed on a less powerful system like the XBox 360.  After going through my model rendering code, I was able to track down the slowness to the rendering of the “blocks” which make up the game map.  I modified the code so that it renders a block for each map cell, which is the worst case scenario (15 rows * 26 columns = 390 cell blocks).  This significantly lowered the frame rate on the XBox360 to anywhere from 7 FPS to 20 FPS.  The blocks are just six sided cubes with a texture, so the meshes are not complex

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After doing multiple web searches, I was able to find one thread that discusses this problem.  This led me to the Instanced Model example code from Microsoft, which is able to display thousands of models at a time with frame rate not dropping below 60 FPS, even on the XBox 360.  I knew there had to be a way to do this, since the graphics processor is capable of rendering thousands of polygons at a time.  From my previous projects in OpenGL, I learned that this is handled by creating a “display list” in OpenGL, so I figured there had to be an equivalent in XNA.

I didn’t have a chance to modify my code according to the example, since my vacation is over and I have limited time to work on game programming.  Hopefully, I’ll have a chance over the weekend to get this working correctly.  Also, I still have the level 2 and 3 armor sets to add to the game.