Visual Studio Woes June 30, 2011Posted by Jesse in : Uncategorized , 4 comments
I’ve been struggling with something lately, and I find it annoying.
Back in Visual C++ 2008 (and earlier), there was a feature that let you set up the include and library files that would be used by every project on your computer. Using this requiree that everyone on your team go through and set these paths up once, and then they were good to go. The benefit here is that if I install an external library at “C:\ExternalLibrary\includes” and my team member installs it at “C:\Libraries\ExternalLibrary\includes” it works just fine.
In Visual C++ 2010, that feature was taken out, and now you need to set up your external paths in the project settings. Unfortunately, the project file is something you’d include in version control. That means that when I set the path to my path of “C:\ExternalLibrary\includes” it’s going to break compilation for my team member when he grabs the latest version from version control.
I’ve done a lot of searching, and I can’t figure out a good solution in Visual Studio for this problem.
The best I’ve come up with is to handle this outside of Visual Studio with environment variables. I’ll add an environment variable like ExternalLibraryPath, set to “C:\ExternalLibrary”. And then in the project settings, I’ll add “$(ExternalLibraryPath)\includes” to the additional include directories. It works, but it forces all of my team members to set up an environment variable outside of Visual Studio, which feels a little dirty.
Anyone have a better solution?
Out of Control! June 28, 2011Posted by Jesse in : Hypership , 3 comments
Finally, the secret is out. Hypership Out of Control! is coming to Windows and Mac OS X!
For the last couple of months, I’ve been working with Kris Steele from Fun Infused Games to port his critically acclaimed game from Xbox Indies to other platforms. He’s been great to work with, and I’m really excited to be able to help bring his game to a whole new market.
There’s still a ton of work to do on Hypership, but the core game play is now complete, and we’ll likely be doing some open alpha/beta testing in the near future.
It’s been a challenge to learn new tools to get everything running properly on Mac OS X. The more I learn about working on the platform, the more I like it. I don’t see any reason not to make all of my future games cross platform, and I plan to keep developing my tools in that direction. In fact, as soon as possible, I’m going to investigate getting my tools to work with iOS and Android as well. That should be fun!