Sgt. Conker We are "absolutely fine"

27Mar/110

Things go wrong! and now the news.

Recently the Sgt. Conker server had a bit of a hiccup, our e-mails were getting clogged up and we missed a few things.

No major damage was done, and no soldiers were harmed in this unfortunate outbreak.

And now the news.

George continues his onslaught of posting all things XNA News by bringing you XNA Notes 012.

Ploobs Game Engine - another open source XNA Engine. The engine boasts a huge list of features which you can see just under the screenshots on the codeplex page.
Unfortunately it’s for XNA 3.1, but it looks pretty, and hopefully wouldn’t take much to upgrade to XNA 4.0. Thanks go to Thiago Dias Pastor for bringing this to our attention. He also made me aware of a downloadable document here which is an extensive explanation of the techniques used in the engine. Unfortunately it’s in Portuguese which limits the audience some what.

Optimizing Bounding Boxes in XNA – Robert Walter brings a decent article on how to optimize bounding box collisions in XNA.

Tower Defense Tutorials -  This website has 14.5 articles on how to build an XNA Tower Defense game. Looks like a nice resource.

Neoforce controls – This is something I completely missed. A skinnable GUI library for XNA 4. Looks stunning, possibly a bit overkill but still … worth a try at least.
Disclaimer : this project is no longer maintained or developed (but it’s open source)

And lastly, some support for a very cool XNA engine.

SunBurn Game Engine is looking HOT! – Here’s some news from the Synapse Gaming team.

SunBurn Game Engine: Full Windows Phone 7 Support

Synapse Gaming’s SunBurn Game Engine has led the pack when it comes to technology for XNA. And our latest SunBurn update solidifies that commitment with full support for Windows Phone 7.

This is not some add-on or a small subset of the engine. Instead it includes all of the features and systems the hardware is capable of supporting, and using the same api, content pipeline, and design as on Windows and Xbox. This allows a game to run across all three platforms without any modifications, while still being able to take advantage of SunBurn's advanced features like deferred rendering, HDR, and more on Windows and Xbox.

Windows Phone 7 features in SunBurn include:

  • Diffuse and emissive mapping
  • Volume lighting
  • Bloom / post-processing
  • Baked-down lighting on static objects (see below)
  • Composite lighting on dynamic objects (see below)
  • Collisions
  • Use the same scenes, light rigs, code, tools, and api on Windows, Xbox, and Windows Phone 7

SunBurn 2.0 also includes in-editor baked-down lighting, which generates light maps that render with none of the overhead of the real-time lighting (rendering nearly for free). This makes highly detailed lighting and shadows possible on Windows Phone 7 (which does not support dynamic lighting and shadows).

To learn more, and see SunBurn WP7 games and demos in action, go to http://www.synapsegaming.com/blogs/johnk/archive/2010/11/16/sunburn-2-0-goes-mobile-on-windows-phone-7.aspx

1Dec/102

ITS COMMIN!!!

The Indie Games Winter Uprising

GO INDIES!!

http://www.indiegames-uprising.com/

9Nov/104

XBLIG.Saved();

Thanks to everyone who voted on the XBLIG placement on the new dash in this post: http://www.sgtconker.com/2010/11/savetehxblig/.

Microsoft listened and Indie Games are now a part of the Games & Demos section again but they are apparently omitted from searches according to this post on the forums: http://forums.create.msdn.com/forums/t/65669.aspx.

Hugs all around fo sho.

Tagged as: , , 4 Comments
21Sep/102

Let the voting begin!

We've finally managed to upload all 20 entries in our 'Absolutely Fine XNA Tutorial Contest' and prepare them for your viewing pleasure.

First, we want to start with a big Thank You! to all our entrants for their effort. We really appreciate your hard work, and your desire to enter our contest.

Thank You!

The full list of entries submitted to the article is below:

And now it's your chance to play favorites!

Besides the judges from inside our barracks, we will let the community act as a judge also. You can contribute to the community vote by sending an email to contest@sgtconker.com with your Top 3 favorite articles from the above list, in the order of preference. We know you like them all... We know you want everyone to win... But this time, you have to choose!

We will leave the voting channels open until Thursday, September 30th 23:59 GMT!

Have fun reading the articles and voting for them, and may the best articles win!

6Sep/100

Life still goes on

A brief update from the barracks...

Absolutely fine tutorial contest
Hope you're all enjoying the Articles that have been posted recently.
You can find all the current entries to the absolutely fine tutorial contest here [there's still some more coming, we're hard at work formatting them]

I can has platformer

We have 2 new entries to the I Can Haz Platformer Series

!!NEW!!

And life still goes on. Sgt. Conker fails to stop people writing for fun.
Here's a new post from our favourite Blecki
Direct Link

1Sep/106

Article: Node-Based Scripting

by Blecki

Node Based Scripting

Node-based scripting is not a traditional scripting language. And it's not a new idea, though it seems like people have forgotten about it. New systems appear - see Unreal Engine's Kismet - which people think are amazing new technologies. They aren't new; just amazing. I first encountered this scripting system in the quake engine. It was very crude, and limited, but it had all the basic properties of the system I am about to describe.

A brief note : Throughout this article, I use my own engine, Jemgine, and it's level editor for my examples. Jemgine is available at http://jemgine.codeplex.com You'll need to have XNA Gamestudio 3.1 installed to compile it, and to run the editor.

The target user of a node-based scripting system isn't the programmer, it's the level designer. The level designer might not know how to program. They might be constantly bothering a programmer to write scripts for them. Node-based scripting is an attempt to give the non-programmer level designer tools they understand and can use to create interesting behavior in a level without involving the programmer, and without having to learn a complex scripting language.

1Sep/104

Submissions Closed

Yeah, as pointed out in the comments, the deadline was sooner than I actually said in my last email.
The submission for the 'Absolutely Fine' XNA Tutorial Contest is now closed.

We'll soon be starting formatting the rest of the articles, posting them, and then posting a master list of all entries. After that, judging and voting will begin.

Meanwhile, enjoy our news feed :)

31Aug/103

1 Day remaining

Quick reminder for our 'Absolutely Fine' XNA Tutorial Contest: The deadline is about 1 day away, so if you want to enter the contest, send us your entry!

At the moment, we have 4 published entries, and another around 14 entries that we're preparing for publishing.

Good luck!

24Aug/100

Contest deadline approaching!

Hi all,

Just a reminder that the deadline for our 'Absolutely Fine' XNA Tutorial Contest is closing in, and you have about 1 week to send your entries into the contest.

If you forgot the details of the contest, feel free to refresh your memory.

We're currently hard at work to get the rest of the entries online for your reading pleasure.

Good luck!

14Aug/100

First two entries to our contest are online!

Hi all,

Two fine entries into our contest are now online.

Input Playback, by Jesse Chounard
Derived Effect Classes in XNA 4.0, by Dave Carlile

Do you like them? Submit your own! :)
Have a nice reading!