Here's one way to use nested rules in Kodu. In this example, rules 3 and 4 won't run unless rule 2 is true. What we're doing here is using score to keep track of ammo. When the user presses the trigger, we check the score. If it's above zero, we shoot. If it's zero, we play a sad...
There are two help systems inside Kodu that may not jump out at you but are quite handy, and will get handier over time. The first is the character help, which inserts basic preprogrammed characters into your world. It's triggered from the menu where you insert characters, below. Note the "Y"...
Here's a level I'm working on today which is an retro invaders / galaxian sort of thing: good guy moving back and forth at the bottom of the screen, bad guys diving from above. I had a problem where some of the more aggressive enemies could get down to my height and then ram my defenseless sides...
Kodu community edition goes into code freeze on Monday. This means no voluntary changes to the code - bug fixing is permitted, but even that will require tradeoffs of risk. I've spent most of a week building out a wide variety of levels to test what's possible in the language and environment...
When you see a red blimp, move away (from it) See is a sensor, red and blimp are filters, move is a verb, and away is a modifier. UPDATE: corrected error in above line
We'll be showing lots of "code samples" on this blog to explore how to achieve different game designs. Some of the program elements work together in subtle ways, so it's nice to have a repository of techniques. Kodu will in fact ship with a decent library of sample code in the form...
For a long time we had all the camera controls in the 'tweak screens.' You could say things like "automatically follow any user controlled character" or "never follow this character with the camera." The complications on this were subtle and annoying. Among many minor issues...