Showing posts with label Articles. Show all posts
Showing posts with label Articles. Show all posts

Wednesday, June 24, 2009

XBOX 360 & ZUNE BUZZ

This year, Microsoft has turned it-self into a box of nice surprises since it announced 2 new products that have recently generated some buzz: Zune HD and Project Natal.

Let's start with the Zune HD. This mobile wonder will have a larger screen with both, touch and OLED technology, point-to-zoom functionality, a built-in accelerometer, and touchscreen QWERTY keyboard.

I'm really excited with the news of OLED display: more vivid colors, higher contrast levels and less energy consumption But I'm more excited with the recent confirmation that it will also include a Tegra GPU, which means no more no less than: gfx hardware acceleration!!!

Now the question is: does this mean it will include a mobile version of D3D? No one outside Microsoft knows. Time will tell, but I'd love to see a built-in 3D support in this upcoming line of devices. Don't you?

So, let's hope MSFT hear our prayers and lets us create (and sell) some outstanding 3D XNA-based games for the Zune HD market.

Now, what's "Project Natal"?

Well, during E3 MSFT presented a new device as means of controlling 360's games without using a gamepad nor any other standard input controller. Just a stereoscopic camera, your body and your voice.

Don't you believe me? Then watch this video:



Fantastic! On the PC business, OS & touchable screens will accompany this trend and to some extent all standard controllers will tremble, in special the old mouse and the traditional keyboard hardware.

In a way, it's like taking the first steps to enter the tech-era of the film "Minority Report". Which is great! The challenge: as usual, learning-curve easiness vs. heavily-established users' customs.

This will indeed require a lot of fresh creativity to ease the transition in the UX towards a real gain in motion richness and more intuitive control.

Can you imagine playing an FPS game with just your body & voice? It won't be easy but eventually we all will, hard-core and casual gamers.

I guess at first it will be kinda blind search until developers find "a pattern" accepted by most gamers, not to mention the efforts and futuristic gadgets to bring back the always welcome force feedback in Natal'ed games. But I also guess it will be great to combine sports and games: "Do some fitness as you play".

Ok, enough small talk. Let's concentrate on the rumors around this incredible device.

As soon as the first images, videos and live demos of "Project Natal" were shown during Microsoft's conference on the past E3, many sites started to speculate on the release of a successor console from 2010 and on with an upgraded internal hardware.

This rumor was reinforced when a change in the hardware of the XBox 360 Arcade edition console was finally confirmed (an increase of the built-in memory module from 256 to 512MB).

Hold your horses! Some sites have been spreading the word that MSFT execs have confirmed mainly two things:

  1. First, "Project Natal" will work on existing 360 consoles, and
  2. Second, the 360 is half-way far from reaching the end of its lifecycle.

So, let's cut with this speculation trend and wait for it either in solo or bundled offers ... One thing to note though, this recent post on TeamXBox's twitter:

...in addition to built-in Natal tech, a key feature of the next Xbox would be full HD stereoscopic 3D visuals similar to 3D movie theatres.

HD stereoscopic 3D visuals ... Wow! But wait, "... of the next Xbox would be ...". Ok guys, please make up your minds ... humm ...

No release dates (nor prices) have been officially announced for both products, the Zune HD and the "Project Natal", but a few sites claim that Amazon is listing the Zune HD for September 2009.

Regarding Project Natal's release date, no word or hint, unless the latin word "Natal" not only was chosen because it means (related to) "Birth", but also taking into account its additional meaning: Christmas! Wouldn't be great to receive such a present this December'09? I'm really shooting at random here, but I really hope so ...

Cheers!
~Pete

> Link to Spanish version.

Saturday, June 13, 2009

AVATARS 101

One of the cool new features included in the now available 3.1 version of the XNA Framework, is the support for "Avatars".

But what is an "avatar" anyway?

During the 4th quarter of 2008 the XBox 360 User eXperience (UX) was enhanced with an awesome change in the look'n'feel of the Dashboard.

As part of this "extreme make-over", quite really cool 3D-animated characters were added to the system to represent gamers.

How come? Well, once a user is logged in, she/he can customize how her/his avatar looks: body, cloths, apparels and so on. And if the user has a XBox Live account, that avatar description will be also available on the Xbox Live servers when sined-in, representing her/him with other friends.

You may wonder: "Ok, I got my avatar but, can I use it in a 360 game?" The answer is: "Yes, as long as the game supports the use of avatars".

The video below shows the use of avatars in the 360 game called "Uno Rush".


Now, going back to the XNA Framework 3.1, what is it supported, exactly? And how can we properly use these avatars in our XNA-based games?

  • To start with, avatars are only available on the XBox 360. Meaning that "Games For Windows - Live!" does not support it,
  • Read carefully the guidelines: "Avatars: What Can You Do?",
  • Visit Dean Johnson’s blog -developer in charge of implementing avatars support in 3.1- for more in-depth info about this feature,
  • The skeleton is not available for the public yet but it was mentioned that a Maya skeleton rig will be published sometime in the future (no dates posted though), and
  • Right now, there is only support for built-in animations, so once the skeleton gets released, and unless an official sample is provided when that happens, you will have to create your own "CustomAnimation" class to handle your own animations. Again, more information will be provided by the XNA Team in the future.

Any code snippets? Fortunately, there are great official and unofficial samples and articles out there explaining "How-To":

Next week I'm going to post an example showing how to create, render and process a transition out from one animation to the next one, as a slightly different approach to the method included in one of the samples of the XNA Team.

So, stay tuned!
~Pete

> Link to Spanish version.

Friday, March 06, 2009

SUBMITTING YOUR XNA GAME TO XLCG

Hey guys! I know I told I wouldn't post new articles until I had returned to Montevideo. The thing is that something popped up during one of the talks with the XNA Team in the summit that imvho really needs to be clarified once and for all: the proper way to use each available sumission features in the Creators site (the "main" features).

So this time I`ll be blogging about the guidelines you should follow when submitting a game to the creators club for both, peer review and play-testing. Consider them as part of a brief list of do`s and dont`s or kinda checklist to use before pressing the 'Submit' button.

But first, let`s see the reasons behind these "rules", ok?

First and foremost, act as a serious entrepreneur. In many cases, you deal inter-alia with finances, marketing and even human-resource management so get used to the best practices of entrepreneurship. Thus, even though the word "Community" is used to separate this channel from XBLA, this is still serious business. Period.

When you`re just about to submit a game for the XLCG, you`ll have to honestly answer a few general questions in order to properly assess whether you`re in the right path or not:

  • Is my game ready for commercialization?
  • If I weren`t the author, would I buy this game?
  • What price should I set?

The most difficult part is usually being objective enough. I know, it`s your baby. But you`ll have to make the effort and think over these questions seriously before going any further.

To help you answer those questions, let`s organize the topics a little bit as follows: (I) Type of Submission, (II) Game Description, and (III) Pricing.

I. Type of Submission

Let's go straight into the point: what's "Peer Review" for? I will clarify in what follows what is NOT for: playtesting!!!

Seriously, don't use peer review as means of testing your game in the final market. Not only you will make your peers unhappy about this but also you will lose credibility with your potential and current buyers. A game badly tested may end up in a reduced rate of conversion.

Peer review is meant for games thouroughly tested. The idea behind it is to check whether you self-rated it appropriately or not. It has nothing to do with peers like your game or not. If your game sucks but still, you comply with the rules of submission and rate it correctly according to the reviewers, it will be approved. Simple.

Avoid abusing peer review by testing your games through playtest option. Here`s a great opportunity to test your betas and RCs with the community of peers. Bear in mind that a game submitted for playtesting won`t make it to the XLCG market. One thing though: be reasonable and don`t submit a game for testing when there is nothing relevant to test; meaning, avoid submitting alpha versions. Don`t waste peers` time.

One important note as stated in the creators site: "To help insure the stability and seriousness of the Peer Review step of the Xbox LIVE Community Games process we’re instituting a seven day waiting period for rejected or cancelled games."

Finally, please do not reply/post things like "Who the heck do you think you are to review my game ... ?". Be respectful. Always listen carefully to what a peer has to say: maybe you really learn something helpful. There's no harm intended, believe me.

II. Game Description

There are currently three ways to describe your game: a text description, 4 screenshots and a video.

In order to get the most of these, try to use them all in a proper manner. Think like a pro in marketing. A perfect combo attracks more people to download the demo of your game.

Describe your game in a way that attracks gamers' attention. Tell them in a few words what the game is about. Avoid unnecesary lines like "Best game ever" or "This game will rock your world". Just write down useful info.

Once you get a description worth reading, then enter the screenshots. There's 4 of them, have you noticed that? Use them all. Don't be lame. Screenshots are a convinient way to support your text description, so pick 4 screenshots that really show-off (the most) interesting parts of your game.

Btw, be careful when you create screenshots with too much dark colors in it, since the thumbnails could turned out to lose details. I mean, try to make colors distiguishable for the key areas of the picture and you'll do good.

Don't waste the opportunity to show off how cool your game really is by adding a video. Deem is as a game trailer. Choose its content wisely. Be creative. Make the gamers say "Wow! I need to get this game! Let's buy it now!".

Think as a director creating a tv-spot or a film trailer. Be consice. Present what you're game is about in a way that captures the eyes of the viewer during the lenght of the video.

Just balance the timing. A 5-minute video: way too long; a 1-minute video: not even a news flash. And don't go off-topic. This is a promotional video. It's not interesting for a gamer to see how you created the videogame. Neither it is to show how to complete a whole level.

Finally, there is no way to record a video using XNA in the 360 right now, so in order to avoid using a video camera and center its focus on your screen, you may use programs like FRAPS and grab the action from your PC version of the game. It's a second best, but it could do the trick just fine.

III. Pricing

Tough one. Setting a price for a game is always tricky. Unfortunately, experience in this regard is something that you learn along the way. But there's a few thoughts that you can use:

  • Try set 800 points only if your game is really outstanding,
  • Set 200 points if you believe that is the only price customers will pay for your game, and
  • 400 points is usually ok for the rest of the cases.

One important thing to notice: once a price is stablished, you won`t be able to change it for the following 90 days! So, think twice before taking a final decision here. It could affect your results and figures.

To sum up, here`s a brief checklist for your consideration when submitting a game to XBCG:

Playtest

  • Always use this feature thouroughly before submitting for peer review,
  • Debug and test alpha versions of your game, locally. Playtesting doesn`t release you from that responsibility/duty/task. Thus, try to submit versions of your game that you consider a beta or a release candidate,
  • Releasing new versions to the market even every 7 days could get into the nervs of your current and potential customers. That`s why testing is vital.

Peer Review

  • Don't abuse it!!! This feature is only for games that have been already fully tested and that are ready for commercialization. Otherwise, use playtesting,
  • Think Before Sumit: if your game is rejected or you cancel the sumission, you'll have to wait 7 days before being able to re-submit it. So be careful here,
  • Consider what peers say. Behave. Be respectful.
Screenshots

  • Don't be a lazybones: submit all of the 4 requested screenshots,
  • Watch the colors of each picture: if too dark, then its visibility gets compromised with auto-generated thumbnails,
  • Choose 4 screenshots that really show off your game -specially if you're not submitting a video- as well as complement your text description of it.
Game Trailer

  • Be smart. Think as if you were the director of a tv-commercial when creating your trailer,
  • Watch the lenght of the video: balance the timing,
  • Mind the content of the video: be concise and please don't go "off-topic".

Game Demo

  • Let gamers play a level that really shows off how great your game is,
  • Don`t fill the demo with "Buy-This-Game" screens; bear in mind that if a gamer really wants to buy your game, he/she will buy it, regardless the number of times you make that screen pop up,
  • Also remember that if a gamer has gone through the effort of reading the description of your game, watching the screenshots and your game trailer, and now downloading the demo, this is the crucial time to get a new customer. So give them the best demo they can get.
Pricing

  • Choose the price of your game with care since once stablished it will last for 90 days,
  • Be cautious when considering a change in the price of your game,
  • Remember that this is serious business.

Well, this is it. I hope you`ll find this info useful. As usual comments and suggestions are welcome.

Watch this space!
~Pete

-> Link to Spanish version.

Wednesday, March 05, 2008

NOT THAT EMPTY ...

There's a great series of articles regarding game development with XNA being posted at this blog: "Running on Empty".

So far, 16 out of 25 articles have been posted covering a lot of aspects of game development both, in theory and in practice, not only to get started but also to help you implement advanced features such as "physics".

But the best is yet to come since the remaining articles will cover more advanced topics like "parallel split shadow mapping", deferred shading and "split space ambiet occlusion".

Happy reading!

Monday, January 14, 2008

KUDOS FOR THE WINNERS!

The winners of The Code Project's "Visual Studio 2008 Competition" have been announced:
  1. Legion : Build your own virtual super computer with Silverlight by Daniel Vaughan, and
  2. Silverlight 1.1 Fun and Games by Sacha Barber.

In addition to the prizes for finalists, these guys will receive $10k and $2k, respectively.

Congrats guys!

Monday, January 07, 2008

MY ARTICLE IS ON THE FINALS!!!

Someone pinch me please since I must be dreaming ... I made it into the finals !!!

I would like to thank all the readers that supported my article "XNA & Beyond: The Path To VS 2008". I really appreciate your comments, your messages and your votes.

Also, thanks a lot to the judges for picking my article and of course, The Code Project team. I cannot express in words how happy I am, but trust me when I say this emotion is huge.

And what can I comment about Visual Studio 2008? Best of the best ... it rules!

Finally, I would like to thank the XNA Team for giving us this incredible framework that is getting better and better as we speak: XNA Game Studio.

Well, I don't know whether I'll get beyond this nomination to the finals, but having reached this far gives me renewed energy to keep on writing articles.

Happy new year 2008 everybody!!! This is a great way for me to start the year :)

Cheers!
Pete

Sunday, December 30, 2007

WELL GUYS, THIS IS IT ...

As we approach this year-end the time for voting for my article is vanishing quickly.

For those who may not know it yet, the article is participating on a contest that ends tomorrow where there are two places left to enter the finals.

As I'm competing with many "heavy-weight" experienced authors I hope that those who haven't voted so far, decide to give me a friendly hand and vote for it.

BTW, I'll be out tomorrow so I want to wish you a Happy New Year 2008!

Cheers!

Pete

Friday, December 28, 2007

HOW TO: XNA-BASED GAME ON A WEBPAGE

For those of you interested in my article ("Xna & Beyond"), I have -what I consider- an interesting update (btw, don't forget to vote for my article since it's on a compo!).

You may remember that I was trying to investigate how to use the Silverlight technology with XNA. The bad news is that v1.1_alpha does not allow to host WinForms controls; the good news is that v2 -the new name for the final release of v1.1- will do!

I didn't want to wait so thinking more on the problem, I remembered how to embed an .NET assembly into a web page. Digging further into the subject I finally succeded. Read the section The "Silverlight" At The End Of The Tunnel for details and also download the new sample code.

A strong word of warning here: the new example code provided in the article is for learning purposes only. So do not recommend -as I don't recommend it- anyone to modify his/her machine's security giving full trust to any assemblies or websites since it could open the door for security risks.

Maybe I should start and hold a project at CodePlex. I don't know ... we shall see ;)

Well, enjoy!

Sunday, December 23, 2007

MERRY CHRISTMAS

Hi,

I think I'll be busy tomorrow so I'll post it today: I whish you all a Merry Christmas!

~Pete

[Btw, thanks to all who've voted so far ... until yesterday 25 votes and a score of 4.89 out of 5, today up to 26 votes and down to 4.68 ... sigh!]

Wednesday, December 19, 2007

I NEED YOUR HELP, GUYS!

As you may know, a few days ago I submitted an article entitled "XNA & Beyond: The Path To VS 2008" to The Code Project site.

Well, the article has entered TCP's VS 2008 Compo, where 3 out 5 finalists have been already announced and in a couple of weeks the remaining 2 places will be assigned for sure.

Why do I need help? As time goes by, in order to improve my chances to make it into the finals I need more votes, so if you feel like it, can and want to help me, just read the article and cast your extremely high votes ;)

It seems that Silverlight-based articles are the ones that bring more attention to readers and voters, and XNA ones are just left behind. Are we going to allow this? I repeat: Are we going to allow this???!!!!

By the way, thanks a lot to the ZMan, Ziggyware, Gamedevkicks, and the folks on the IRC channel for their support as well as all of you who have already voted for my article.

Cheers!

[Damn! I feel like a politician during an elections campaign ...]

Sunday, December 16, 2007

XNA & BEYOND: THE PATH TO VS 2008

I have uploaded my first article to "The Code Project" site, which shows how to integrate an XNA-based application into VS 2008 (an implementation for WPF is included) ... read it here.

Also in the article I present -what I think is- a simple solution for embedding your XNA games within a WinForms control; a topic that has been heavily discussed in the (XNA Creators) forums these days.

I hope you find it useful.

Cheers!

Friday, May 18, 2007

TESTDRIVEN.NET AND XNA

There has been many questions in the XNA Creators Club's forums regarding unit tests with the express editions and particularly with XNA GSE. Well, not only unit testing can be executed with the latter but also, TestDriven.NET can be also used again since version 2.5 (still in beta stages). However, from time to time we may found some exceptions with tests related to the content pipeline. Henning Degn explains us why and also brings a simple workaround to that issue.

From Degn's article: "... Some tests in XNA cannot be done dynamically. These tests usually require visual inspection and therefore need to be run manually. Using Testdriven.net you can run test scenarios, simply using an ad hoc test of a function containing the test. Simple. Effective. No need to modify the main method to run these functions.

However, when using any XNA content I have stumbled on the following error:

Microsoft.Xna.Framework.Content.ContentLoadException
File not found. ---> System.IO.DirectoryNotFoundException:
Could not find a part of the path 'C:\WINDOWS\assembly\GAC_32\Microsoft.Xna.Framework\1.0.0.0__6d5c3888ef60e27d\Content\myTexture.xnb'

The reason being that (naturally) I didn’t put my content inside the GAC (Global Assembly Cache)! The ContentManager is using the codebase of the assembly who’s main method called it as its root ...".

BTW, in some chapter of Benny's book it's stated that this tool cannot be used with XNA GSE. Please notice that by the time the book was written, v2.5 beta -the build that reimplmented support for express editions- hadn't been released.

Cheers!

"STENCIL SWIPES"

Shawn Hargreaves has published the third part of the series that cover "transitions", this time centering attention on the use of stencil buffers to produce some nice effects.

From the post: "... Stencil is usually an 8 bit integer value, and is attached to each pixel in addition to the usual color and depth values. You can set renderstates to control how values are written into the stencil buffer while drawing graphics, and also to specify that graphics should only be drawn in areas where the existing stencil values meet specified conditions ...".

Consice, accurate and practical. The best part on the series so far, imho of course ... cheers!

Wednesday, May 16, 2007

INTERVIEW TO THE TEAM BEHIND "TOWER DEFENSE"

Zygote has interviewd the guys behind the game "Tower Defense".

From the interview: "... There are four of us currently under the Focused Games umbrella. Justin O'Dell (Anxiety), has been taking care of a lot of the core gameplay functionality such as how the map works and how state, player and enemy management works. Matthew Randall (EviLDeD) wrote the entire audio core for the game, and also did quite a bit of work with Towers and Enemies to get them to track, shoot, move et cetera. Mart Slot is the one responsible for all the fancy particle effects in the game, which will be more prominent in the future. I, John Sedlak (Krisc), have been responsible for the user interface and a lot of the front end work like how the user interacts with the map, how they change levels, and build towers ...".

Later.

DEALING WITH MATRICES IN XNA

Rhysyngsun has submitted to Ziggyware the article: "Introduction to Matrices in XNA".

From the article: "... Understanding matrices is a fundamental part of creating effective games in XNA. Matrices particularly flex their muscle when you're working in full 3D space, however, the math behind them can be daunting. Fortunately, XNA provides most of the functionality for matrices that you will ever need without having to worry about the complicated math behind that functionality. However, it is necessary to have an understanding of what this functionality is actually doing in order to apply it correctly in your code ...".

Watch this space!

FIVE THINGS TO REMEMBER

Head to Kar0nEs blog if you want to know the "5 Things we can learn as developers from videogames".

From the article: "... Yesterday, while travelling to work, I thought about what things PC videogames (almost) always do today that should be applied to general development ...".

Stay tuned!

Tuesday, May 15, 2007

A NINTENDO PLANT ON BRASIL?

This is interesting news: the governor of Santa Catarina (Brasil) announced "... the installation of a plant of the Nintendo, that will produce games electronic aiming at to an ambitious program of exportation ...".

Here is the original news post and here is the translated one.

I hope someday we read something similar for the XBOX productline regarding SouthAmerica.

TRANSITIONS - PART 2

Shawn has published the second installment on his series of articles regarding "trabsitions", this time focusing on the physics part.

From the post: "... you may not know exactly when you want things to start or stop moving. When the factors controlling your transitions get more complicated, it can be easier to switch to a physics based approach ...".

Read on!

"GETTING STARTED WITH XNA" - THE SERIES

Remember this post? Brecht is back with more tutos:

Read on!