From the post: "... there is some support for compressing your audio files in the current product, using the XACT tool; it's just not easy to discover. XACT supports ADPCM compression on Windows and XMA compression on the Xbox 360. You can get about 4:1 compression with ADPCM and even better with XMA. So while perhaps not as high as some other encodings, such as WMA, it does offer quite a substantial savings ...".
Let's compress some audio files!Saturday, April 28, 2007
HOW TO COMPRESS AUDIO USING XACT
Friday, April 27, 2007
"XNARACINGGAME.COM" IS NOW ONLINE
From the announcement: "... The download file is 130 MB in size and will eat up almost 290 MB of your hard disk space extracted. It is also only available in the .vsi format and can't be used in anything but XNA Game Studio Express or Visual C# Express. The main reason for this incredible size is the Textures directory, with uses mainly uncompressed .TGA files ...".
Let's race!
XNAGPUPARTICLES V1.1
From Mike's post: "... it takes a texture and picks out pixel colours from the texture and maps it onto a large vertex buffer which then is used as the input to my Vetex Texture particle system ...".
Nice!XNA FRAMEWORK FEATURE QUESTION: AUDIO
From Mitch's post: "... The native XACT APIs have added the support for programmatic wave playback. I.e. at runtime, you can load *.wav files into a Wavebank and play them from there, without needing to create a project and compile the binaries. This is something we're looking at supporting in our next release, but I want to gauge how much interest there is in this feature? Keep in mind that implementing this feature may very well mean we can't do some other feature ...".
So how important is this to you? Hurry up and post your answer here.TIP: AUTOFORMATTING MULTIPLE LINES OF TEXT
From the post: "... I've been putting off my GUI because I didn't want to redesign once the XNA team's font support came out, here's the first trick I created, to help myself with my GUI: autoformatting multiple lines of text. If you look into the documentation it says that the new text functionality will go the a new line with the text if the '\n' character is found. However, this makes for some static game design. What if I want the text block to be wider? ...".
Watch this space!ALL SAY HELLO TO "SPRITEFONT" ...
Shawn tell us what the font system is capable of for bitmap fonts, plus unveils a handy tool that helps you create a bitmap-font base which you can then enhace with your favorite graphic tool, like Photoshop, Gimp and such.
From the post: "... TrueType fonts are convenient, but you may sometimes find yourself wanting a more distinctive look for your text. You can create custom typefaces by arranging a set of character images into a single bitmap, separating the areas between each letter with a pure magenta marker color ...".
Read on!Thursday, April 26, 2007
NEW CONTENT FOR "XNA'ERS"
I knew it! Don't be a lazybones, pay a visit to the XNA Creators Club Online site and:
- Download the new starter kit: finally! The long-awaited "Racing Game" (formerly called "XNA Racer"),
- Download the new samples: 3D audio, bloom, 2D particles, and many more.
- Read the new articles: data structure and the shader series,
- Watch the new video tutorials: advance audio series, and,
- Download the new utilities: the "Bitmap Font Maker" utility and controller graphics.
Wow!
[Are you an "XNA'ER"? Sounds cool, doesn't it?]"MONO.XNA": APRIL FOOLS?
However, after some search I happened to find a google group where you can actually check some XNA Framework's assemblies being ported to OpenGL.
As it's seems to be in the first stages of development, does anyone know whether it's a serious project?"PROFESSIONAL XNA GAME PROGRAMMING" BOOK
From Andy's post: "... The postman left a nice gift for me this morning, a copy of Ben's book. I've had a grand total of about 30 minutes to look at it so don't consider this a full review.... Firstly you can get the code for the book included versions of XNA Racer and XNA Shooter from the Wrox website. The XNA Racer and XNA Shooter sites are not up yet but Rocket Commander has been up for quite a while. I have no idea if the Racer game is identical to what was supposed to show up on the creators club site or a different version, but looks like the book version is available first ...".
Although, Benny didn't include in the book's readme file some of the XNA-news blogs that have been working hard to keep you up-to-date in the XNA world ... snif! snif! ... :( ... I still believe this is a great book, so go and buy it ... ;)Wednesday, April 25, 2007
NEW VIDEO: "BULLET HELL TACTICS"
Enjoy!
NEW VIDEO: "TEH GAME"
WHAT'S NEW IN XNA GSE V1.0 "REFRESH"?
- XNA GSE 1.0 Refresh ReadMe: of course.
- Let's Kill Dave blog: list of "big" things pointed out by Dave.
- The ZBuffer site: Andy publishes a handy list of changes in the API.
Of course, you should also check XNA Creators Club Forums, since there have some questions on issues while installing, updating past code and so on.
Hope it helps.SHARKY'S "AIR LEGENDS" AND XNA GSE "REFRESH"
From Lawrence's post: "... So I won’t be needing to rush out a new release to be compatible. You’ll be fine with the last one ...".
YAY!!!A SIMPLE POST-PROCESSING BLOOM/BLUR EFFECT
ADDING "HYSTERESIS" TO YOUR DECISION MAKING CODE
From Shawn's post: "... The problem is, game simulations tend to produce a lot of small and basically random fluctuations from one frame to the next. When these values are used to control a discrete decision, and when the input value is close to the decision threshold, the results can look pretty silly ...".
There's an interesting discussion going on there, so I suggest you read the post.
Bye!Tuesday, April 24, 2007
XNA GSE 1.0 REFRESH RELEASED
From the XNA Team Blog's post: "... We’ve gone over many of the features outlined in the announcement we made at GDC 2007. One thing we didn’t really cover previously is compatibility. The entire team made a conscious effort to maintain compatibility with this release.
Your game should just recompile in 1.0 Refresh with no changes required. Any game that is compiled should run fine if you have 1.0 Refresh installed.As mentioned, you can continue to use 1.0 on your Windows computer with 1.0 Refresh on the Xbox 360 console.
Games that are built on 1.0 Refresh may run on 1.0; however, if you are using new functions or features in the XNA Framework (such as font functionality), it will not work properly.You can download the XNA Framework 1.0 Refresh for including in your installer as you start to upgrade your games ...".
Donwloading it right now!Monday, April 23, 2007
XNA GSE UPDATE IS AROUND THE CORNER
- XNA Creators Club membership extension (4 months "on the house"),
- Community resources, assets, premium content, etc.,
- The update to XNA Game Studio Express 1.0,
- The brand new "Club Packaging" format, and
- Dream-Build-Play compo.
From Dave's post: "... As a gesture of thanks to our incredible community and especially those who have jumped on board the XNA Creators Club train earlier than others, we’ve extended each and every active XNA Creators Club membership that was active on March 5th by an additional 4 months ...".
Read on!
"WHICH VISUAL STUDIO VERSION WILL YOU USE?"
From Joe's post: "... As we finish up the refresh release to XNA Game Studio Express, we are looking at the next major version and some decisions that need to be made. I wanted to get some impressions from people around a particular topic that I am currently looking at.
As many of you know, Visual Studio is releasing a new version at the end of this year (codenamed Orcas). One of the major features we are planning to add in the next major version of XNA Game Studio Express is the ability to create games in all SKUs of Visual Studio (Express, Standard, Pro, etc). With Orcas coming, the next obvious question is which release of Visual Studio should/can we support ...".
Also, there's a thread on the Creator's site on this regard.
This is an important step in the future of XNA GSE, so c'mon and share your thoughts!QUO VADIS CONFERENCE 2007
From Benny's post: "... There was not much interaction with the audience because most people had no questions, but I talked my way through it and I heard some positive feedback about XNA later ...".
Shy audience, ugh?