The horror of porting code
I’ve been moving my entire game (Robot Shootans) over from C++ using SDL onto C# using XNA. This has proved a msssive ball-ache as XNA works a little different to my framework and made porting some of my code a little tough. I think I’ve almost got it though.
Now all that is left is to finish the phase I prefer to call Bug Hunting over Debugging. It makes it sound way more awesome than it is and so I hate it less. It’s mostly involves staring at code and running it in your head to find out what is going where. Even with the help of the debugger in Visual Studio,it can prove hard to keep track of everything.
Once this is finished I plan to go back to the SDL one and add in the last few bits and bobs so that it sits at version 1.0 and I can add it to my list of games I have made. Then I plan on continuing development on the XNA one until it is possible to release it onto the Indie Games thing on the xbox 360. Might actually rope in some help for that