Showing posts with label XNA. Show all posts
Showing posts with label XNA. 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.

Sunday, June 21, 2009

NEW ARTICLE CONTEST AT ZIGGYWARE

Due to the success of the last donation drive, our good friend Ziggy is hosting a new XNA-based article compo at Ziggyware with quite amazing prizes: "Ziggyware Summer 2009 XNA Article Contest".

How about a 120 GB XBox 360 with Wireless Remote (USA NTSC) for the winner? Cool, uh? And this is just a one of the prizes!!!

As usual, check the rules and mark the deadline in your calendar: September 1st., 2009.

Happy writing!
~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.

Thursday, June 11, 2009

XNA GS 3.1 & XBOX LIVE "INDIE" GAMES

Excellent news! XNA Game Studio 3.1 is almost here! ... "almost" = the download link will be available any time soon :)

A few things to note regarding the release:

  • In order to test 3.1 games on the XBox360, the XNA GS Connect must be updated, as explained by Michael Klucher,
  • 3.1-based Games cannot be submitted for playtesting a/o peer review until 23rd, July,
  • And from that date on, 3.1-based games won't reach the market until the Marketplace gets updated, and
  • You can convert 3.0 projects to 3.1, following this walkthrough.

But this ain't all ... XBox Live Community Games is in the process of being renamed to XBox Live "Indie" Games!!! This is an additional nice surprise.

But wait! There is more ... during the week of the E3, the XNA Team announced that a new feature is comming to the Marketplace: User Ratings!

Wow! Interesting times will come for us XNA'ers, don't you think? Great news, indeed.

Enjoy,
~Pete

> Link to Spanish version.

Friday, June 05, 2009

ZIGGYWARE: CONTEST RESULTS & DONATIONS

You may already know this by now, but results are in for Ziggyware's "Spring 2009 XNA Article Contest":

Congratulations for the winners!

Ok, those are the results but why there's a "donations" word in the title of this post? Well ... Ziggyware needs you!

Once in a while, our friend Ziggy call for donations to support his site. In Ziggy's words:

It has been two years since I have had a donation drive to support Ziggyware. I would like to thank all who have donated in the past, helping to keep Ziggyware alive and well. I am currently looking into expanding the site's features and support future XNA contests with great prizes.

Question: how can we donate? Ziggy?

You can donate via Paypal as well as by purchasing by clicking an Amazon product link on this site and then purchasing the product you desire.

So c'mon! Do your good action for the day, be an outstanding XNA'er and support this great XNA Community site!

Watch this space,
~Pete

> Link to Spanish version.

Wednesday, June 03, 2009

KARVONITE: AGILE PERSISTENCE FRAMEWORK

For those who don't know it yet, Karvonite is a project hosted in the MSDN Code Gallery, available under the term and conditions of the Microsoft Public License.

But, what is Karvonite? From the homepage's overview:

Karvonite is an object persistence framework for the .NET platform. Karvonite's goal is to relieve the developer from all serialization related programming tasks in a non-invasive way. It can save you from writing a lot of boring and thus error-prone code for moving the in-memory objects to and from the data storage. The Karvonite API is very simple and provides a gradual learning curve with a very low entry point.

Despite the fact that .NET serialization and XML files are ideal for storing data easily and effectively, in several cases they are not a viable replacement for a data engine. In contrast, not all applications require the horsepower and the excessive functionality and optimization of an enterprise database or a SQL engine; databases are a skill unto themselves and the learning curve is not as fast as expected.

Benefits? Read on ...

  • Transparently save/load .NET objects,
  • Non-invasive (no interfaces, base classes or special attributes required.),
  • Automatically handles object graphs and references (shared and circular),
  • Easy to use and deploy, and
  • Supports .NET Framework 3.5, XNA 3.0 (Windows, XBox360, Zune) and .NET Compact Framework 3.5.

To use this solution you will need two main components: a tool called "Persistence Model Designer" and the framework assembly named "Karvonite.dll", having both a relatively fast learning curve.

The authors of Karvonite are open to comments and suggestions, and really want to refine the solution to meet all XNA requirements. So, if your are an XNA'er go ahead and let them know the features you'd want to see in future versions of Karvonite.

Service Pack 2 for the April CTP has been released today, thus if you want to try this persistence framework go and get it here.

For further news and notifications of future releases, you can also subscribe to Karvonite's blog.

Enjoy!
~Pete

> Link to Spanish version.

Monday, April 13, 2009

CUMUY PRESENTS: XNA GS

CUMUY, which stands for "Comunidad de Usuarios de Tecnología Microsoft del Uruguay", is a very well-known organization (in Uruguay) supported mainly by MSFT users passionate for spreading the word about the benefits of using Microsoft's technologies.

Although MSFT has no official participation in the organization, it allows us to use its local facilities to carry out a series of monthly presentations covering different technologies and areas.

This month, on April 22nd at 06:30pm (to be exact) it's the turn for the following three great presentations:

  • What's new in Visual Studio 2010,
  • What's new in Silverlight 3, and
  • An Introduction to XNA GS.

The talks will be presented in order by:

  • Fernando Machado: MVP for C#,
  • Ignacio Cativelli: MSFTie, and
  • Pedro Güida: MVP for DirectX/XNA (yeap! me).

The talk about XNA GS will not cover coding at all. Instead, it will present to all attendees the XNA GS architecture, the benefits of using it, available target platforms, current business models, some relevant references on the web and show off some cool and awesome XBox 360 games now available on both, the XBLCG and the XBLA channels.

The coding part will be introduced on a second talk on late June. So, basically this time I will comment on what's available now and about what's coming next on version 3.1 (complying with the NDA, of course).

Thus, if you happen to be near Montevideo at that time and want to attend the talks, just register here (event id: 1032413561).

See you there,
~Pete

> Link to Spanish version.

Wednesday, April 08, 2009

WIN VISTA GADGET FOR LATEST XBLCG

The latest Creators Club Comuniqué is out, and with it there's a link to a fantastic Windows Vista Desktop Gadget that ...

"... shows games as they become available on the Xbox LIVE Community Games Channel on Xbox LIVE Marketplace ...".

After you download the gadget, it will list the five latest games that have recently hit the XBLCG channel marketplace:

But wait! There's more ... as soon as you hover your mouse on top of any of the games listed, a pop-up window appears showing more detailed info about the game, like: creator, genre and a brief textual description.

What if you want to find more about any of the games listed? Well, you just click on the name of the game and a new page is opened in your web browser with all the information available for that particular game on the XBox LIVE marketplace!

The gadget allows you to configure the feed, by either market or creator, as well as to set its refresh rate in minutes.

With this great desktop gadget now you can get up-to-date information of all the recent content changes on the XBLCG channel, effortlessly!

Enjoy!
~Pete

> Link to Spanish version.

Thursday, April 02, 2009

ZIGGYWARE'S XNA ARTICLE CONTEST

The Spring '09 edition of XNA article contest at Ziggyware is here!

This year, among the usual prizes for the top-three articles, our friend Ziggy -thanks to the sponsors of the contest- is giving away licenses of the recently released Sunburn Lighting and Rendering Engine -from Synapse Gaming, a technology tailored for XNA Game Studio.

The contest has already started and the deadline is May 1st, 2009. So go ahead, start your engines, be creative and submit your articles!

Don't forget to read the rules of the contest.

Let's write on!
~Pete

> Link to Spanish version.

Thursday, March 26, 2009

XNA GS 3.1 IS COMING NEXT

The cat is out of the bag, finally!

A new version of XNA Game Studio (3.1) has been announced -along with other relevant info like the next DBP compo- during this year's GDC.

No date has been published yet for its release, but in the meantime you can read the first quick notes about the new features that will be included in 3.1.

I guess in the next few days/weeks we'll see more official words with details on each topic.

In this sense, Shawn has recently blogged about one of these features: automatic serialization of content binaries (XNB). So, check it out!

See ya!
~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.

GRANDVILLE ISLAND, HERE I AM!

Well guys, latest times have been really fun and useful.

The MVP summit was awesome: met a lot of people, had lots of fun and a big yes here: got relevant info of what`s comming next.


I cannot tell you what`s next in the XNA world but believe me when I tell you that interesting things lay ahead. Just stay tuned to Kathleen announcements.

In the meantime, you can watch some nice pictures taken during one of the days in the Summit and or the latest XNA Round-Up.

Till next time,
~Pete

-> Link to Spanish version.

Friday, February 20, 2009

XBLCG: THE DASHBOARD CONNECTION

If you're new to the world of Community Games on the XBox 360, you'll probably don't know how a/o where to find them.

Kathleen Sanders -XNA Community Manager- a.k.a. "Cookiecups" has published a useful video explaining exactly that.

After watching this video you'll have no excuses for playing'n'buying Community Games.

Enjoy,
~Pete

-> Link to Spanish version.

Monday, January 19, 2009

NEW MIRROR BLOG

Well, like it or not, I'm back from my holidays.

This year the summer in Uruguay has been great so far for those of us who enjoy outdoor activities, so it's really tempting to take a few more days off ;)

Following a smart recommendation of my MVP Lead, I'm opening a new "mirror" blog in spanish, so from now on, every article will be published in both, English and Spanish (duh!).

Thus, at the end of each article a cross-reference link to the same article (in the remaining language) will be available. In the following days, I will be publishing in the new blog a selection of articles from the archive translated to spanish.

I will also be modifying a little bit the design of this blog, specially the links section, so stay tune.

~Pete

Article in Spanish (this is an example).

Saturday, January 03, 2009

MVP AWARD FOR XNA/DIRECTX

Checking my inbox I was extremely happy to find an email from Microsoft notifying me that I have been honored with the "Most Valuable Professional" award for XNA/DirectX.

It's really motivating to know that all my technical contributions to, and support for, the XNA Community is recognized, welcome and appreciated.

Thanks to those of you who nominated me for the award, to those of you who read this blog, to those of you who ask me technical questions via email, to those of you who invite me to participate in XNA-related events, and last but not least to Microsoft for granting me this great honour. [... background music starts to play indicating that my speech must end ...]

This year I'll continue to post articles, submit recommendations for XNA through MS Connect (nope, you're not getting rid of me!), participate in technical/community forums, and help other members of the Community to spread the word that XNA rules!

Cheers!
~Pete

[I'm still out of office until January, 15th.]

Friday, December 19, 2008

XLCG: DR. POPPER IS OUT!

Bill from Blue Rose Games has finally released his game "Dr. Popper" to the Community Games channel over the Xbox Live!

[For those of you who don't know Bill, he usually posts handy articles regarding game programming using both, Silverlight and XNA technologies.]

This is a game I've really enjoyed playing on the PC on the past, and now it's great to see it published for the XBox 360.

The proposal is simple in design and still incredibly fun to play. So give it a try, relax, and enjoy the smooth puzzle-like gameplay.

I'l leave you with a short video of the game:

One of the best parts is that it only costs 200 points ... a nice Christmas present, indeed.

Cheers!
~Pete

Monday, December 15, 2008

DRAWABLEGAMECOMPONENT TEMPLATE

If you have been using XNA GS for a while now, you should know what game components are.

What is more, you should also know that thanks to the integration of XNA GS with Visual Studio, in order to add a new component you just:

  1. Go to the solution Explorer,
  2. Browse the list of projects,
  3. Right click with you mouse over the selected project,
  4. Select Add -> New Item,
  5. Choose "Game Component" from the list of available components,
  6. Click the "Add" button, and
  7. Voilá ... your new game component file is included in the project.

This is great!

Now, and again: if you've been using the XNA Framework you should know that there is a specification of the game component class for those that will be drawed to the screen: "DrawableGameComponents".

Unfortunately, if you want to create one of those components there's no shortcut, meaning either you create it by scratch or use a game component file as your source file and then modify it accordingly. In short, there is no DGC template integrated into VS, yet.

To change this, however, you could just create your own DrawableGameComponent template by going in VS to "File -> Export Tamplate", and then choosing the item you want export as a template.

After following the whole exporting process you can get and also integrate your new template to the list of items that you can pick when using VS "Add New Item" feature.

The problem with this solution is that your new template will be listed by default under the "My Templates" section of the "Add" dialog control, completely unrelated to the "XNA Game Studio 3.0" items section. Maybe you're fine with this solution generated "by default", but if you don't, then you have to tweak a little your recently generated template, change its location and one more thing that I will explain in what follows.

First, I have uploaded a class template for the drawable-game component here:

http://www.megaupload.com/es/?d=74ITZDJX

This template contains all the proper files that will helps us to better integrate it into VS.

Thus, follow whis steps:

  1. Download the above-mentioned template .zip file,
  2. Optional: open the .vstemplate file to find how the trick works,
  3. Search for the "ItemTemplates" folder in the directory where your Visual Studio 2008 version is installed, and
  4. Copy the .zip file into that folder.

Usually, the "ItemTemplates" folder is located in "%vs90comntools%\Common7\IDE", so say if you're using VS08 Standard, Pro or Team edition, you'd probaly find something like "C:\Program Files\Microsoft Visual Studio 9.0\Common7\IDE\ItemTemplates".

We are almost done, now. There is just one more little procedure we must follow before reaching our goal:

  1. Go to Start -> Microsoft Visual Studio 2008 -> Tools,
  2. Open "Visual Studio 2008 Command Prompt" as an Administrator,
  3. Execute the following self-explanatory command "devenv /installvstemplates".
  4. When the command finishes, (re)open Visual Studio.

In case you're using the express version you have to browse for the folder in the start menu for that edition and, instead of typing "devenv" as stated in (3.) above you must type "VCSExpress".

If everyhing goes ok, everytime you want to add a new item template you should see something like:

Or better yet:By the way, you can use your own icon design if you don't like the one I provided in within the zip. To replace it, just delete the "old" one and include your own in the zip file, respecting the old name (that is, the name requested by the template XML file).

Well, that's pretty much it. I hope you find this useful. And yes, you can repeat this same procedure for every item template you want to include under the "XNA Game Studio 3.0" items section.

Cheers!
~Pete

Tuesday, November 25, 2008

5 DAYS LEFT FOR SUBMISSIONS

To all XNA'ers out there: only 5 days remain to submit your article(s) to Ziggyware's Fall '08 contest.

If you're still in the process of making up your mind whether to enter the compo or not, this may help: you could win an XBox 360 ELITE! And that's only the beginning.

Want to know more? Read about the prizes on this post.

Just, hurry up! The clock is ticking ...

Happy writing!
~Pete

Monday, November 24, 2008

C.N.V. UPDATE: VIDEOS

Uruguay Gamer has published the links to the videos recorded during the closing ceremony of the third annual domestic constest of videogame development held in Uruguay.

On the site you will also find the comments of Chaim Gingold for each videogame.

Note: The presenter in both videos is Gonzalo Frasca, CEO of Powerful Robot Games (one of the most-known uruguayan videogame companies) and main organizer of the compo.

Here's video 1 (the one receiving the first prize is me):

And here's video 2 (here you can see Frank Baxter -ambassador of US in Uruguay- congratulating the grand winner and at the end of the video you will find Chain Gimgold himself):

Enjoy!
Pete

Thursday, November 20, 2008

BEST 3D VIDEOGAME PROMISE

My PC game "The Riegel Battle" (created with XNA GS) has been today awarded first prize in the category "Best 3D Videogame Promise" during the third annual domestic videogame contest in Uruguay.

Even though it wasn't awarded first prize for the whole compo, as a local supporter of XNA, it was a great honor for me to be among the winners.

Along with the organizers, the contest was sponsored by the US Embassy in Uruguay, so ambassador F. Baxter was present today in the closing ceremony to congratulate the winners.

Chaim Gingold (one of the designers of the game Spore) was one of the judges, and it was also present today in the above-mentioned ceremony, not only as a judge but to speak about the design concepts behind Spore's character editor (a great talk, btw).

Here's a video of my entry:

As soon as I get the links to the official pictures of today's ceremony I'll publish them here.

Cheers!
Pete