So, go ahead and direct your browser to the contest's site to meet the finalists.
Congrats to all the ones who created/submitted a game, and special congrats to the finalists .. and good luck in the final round!
So, go ahead and direct your browser to the contest's site to meet the finalists.
Congrats to all the ones who created/submitted a game, and special congrats to the finalists .. and good luck in the final round!
For those who may not know what FXC2 is -if there's someone out there who doesn't know about this great tool yet- browse to this website and read on and or watch this video:
BTW, guess which language was used to build this version of the tool ... yes, you can say it, don't be shy ... c# ... isn't it great?!
See ya.Having moved to my new home now -which has been and still is experiencing an extreme make over (I mean it, all over)- getting my new DSL connection from the local ISP (finally) and fighting with my main desktop computer -meaning, my 64bit processor has passed away, sigh!-, I have managed to get online once again and join you guys in the excitement of knowing in the following weeks who will be chosen for the final round to win the DBP contest.
By now, I'm using my wife's computer to check the news, so don't expect too many posts until I get a new processor.
Anyway, so much to read, new content, v2 coming out these holidays, so let's start.
BTW, thanks to all of you who congratulated me for getting married either by posting a comment on this blog a/o sending me a private message to my email address ... ;)
Now, back to my ultracave ... Pete's out ...Yeap! After many years of being the last man standing, the ultraplayer, the ultrabachelor, ... or at least in my dreams ... my fiancee Andrea and I have decided to say "yes, I do". The big step ...
Thus, as you may suppose I -in fact we both- have been (and still are) dealing with all the details of the wedding day, party, honey moon these days -plus a "extreme make over" of my near future home- so that's why I may have seemed a bit "distant" to the self-proclaimed task of reporting XNA-related news. Sorry about that, but you know, I've been really busy ... real life ... responsibilities ...
So what does this mean for my blog? Only that I'll be out for the next 4 or 5 weeks, so in the meantime, until I come back, don't worry 'cause you can count on Mykres and Ziggy.
Thanks guys for supporting this site and see you all when I get back. I need some vacation ...
BTW, I cannot go without giving some breaking news: we're all aware of the already released (Benny's) and 3 upcoming books on XNA (check Ziggy's site), but there are two new books to add to that latter list:
Ok, guys, see ya.
Pete's out!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:
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!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!From the post: "... the component allows an image to be displayed with the text, and the text is also dynamically changes acording to the size of the dialog. When running the demo use the left mouse button to move the dialog and the right mouse button to resize the dialog ...".
See ya!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.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!From the post: "... XNA unfortunately does not provide a QuaternionCamera class in it's Framework. Nowhere on the Internet could I find a camera class that provides six degrees of freedom without requiring additional coding from the reader ... In the process of attacking this problem in my book, I've made a few camera classes. I'm posting the simplest class here - good for beginners. The final camera class in the book will be more complicated. This class should provide a good jumping-off point for anybody interested, or a simple helper class for those who just want a camera without hassles. In the camera, GetViewMatrix and CreateYawPitchRoll are where the money is ...".
Read on!Here you will find some description of the game and here the software being used for its development.
Also, there's a couple of screenshots of the custom tools created for building up the game.
Nice!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!From the post: "... Below is a short video clip of me testing out GUI Pathing in Thrust ... I can't wait to see what people come up when using this. In the demo, I am simply tabbing between the controls. It will work much the same with the XBOX 360 GamePad, allowing a user to "tab" to the next menu option, et cetera ...".
Bye.From the post: "... You can either drag and drop your XNB model files onto the exe or associate your XNB files with this EXE. Later version of this viewer will support for textures, shaders and other content types ...".
Enjoy!
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.
From the podcast: "... um ..."
Cheers!From the post: "... This is a very useful component since it allows for managing all of your resources in one object that is available anywhere in your engine via XNA Game Services. The code was written with the 360 in mind so there are work arounds in place for the .NET Compact Framework ...".
Nice!Hereunder is the list of changes:
The preview: "... as can be seen in one of my recent news posts, I did just that while developing a world editor for my upcoming game Island War. Because of the great demand for such a component, I decided to release my XNA GameControl class to the public ...".
The screenshot:
And the link to it.
Handy, very handy ...Plus a new video:
Also, as usual, a preview of the post: "... Animated sprites have been a fun feature to add, my implementation hangs around the concept of an animation sheet. my orc test sprite has some animations in separate.png files and some bunched together on the same .png. So how do i handle them? every animation gets a animation sheet, which contains its start frame, end frame and a reference to its texture. these are held in a dictionary as a value, the key to that dictionary is a CompassDirection (north, NorthEast ect). I have a load of these in a list, and i keep there indexes in another dictionary with a AnimationState(move, idle, jump etc). To get the correct animation sheet you just need to know what direction and animation you currently in and pull em out ...".
Ultrahead's out.