Article: Input Playback
by Jesse Chounard
Lately I’ve noticed a trend in games to allow players to save and play back recordings of their play upon completion of a match. This allows players to analyze their mistakes, as well as learn new tactics and techniques from their opponents. This feature is becoming common in all sorts of games. You can find it in real time strategy games like StarCraft, first person shooters like Halo 3, and fighting games like Super Street Fighter 4.
In many cases, these gameplay recordings are often uploaded to a server on the internet, and are available for download by anyone. The recordings don’t require buffering or waiting for a big download to finish. Instead, the playback just starts right up. How is this possible? Great looking high definition video files are gigantic. Also, video compression takes a huge amount of computation, so wouldn’t it slow the gameplay down to record everything?
It turns out that there’s a really simple trick. We’re not recording video. Instead, we just store all of the user input, and then later we can use those inputs to exactly recreate the gameplay in our game engine. So while it looks like we’re watching a stored video, instead we’re just watching the computer playing the game using our stored inputs instead of using the game controller for input.
In this tutorial, I’ll show you a simple method that you can use to achieve gameplay recording and playback, and also list a few other uses for this technique.
Windows Phone 7 – XNA Brightness and Contrast
With the addition of Windows Phone 7 support to XNA comes some limitations. If one wanted to have brightness and contrast controls for their game, previous methods may not be available. Considering features such as programmable shaders or device gamma ramp to achieve such a task will leave you out of luck. However there is a simple (and perhaps old school) way of doing it, and that is blend states.
Click Continue reading to see how!
Dress Me Up – Windows Phone 7

Matthew "BRUTAL" Randall has been playing with WP7 & XNA 4.0. He has developed a game/app called Dress Me Up.
Simple premise, yet makes good use of touch.
Check out the video on his site here
FGF 0.1.2.0 Released
Now with gesture recognition! And if you have to ask what FGF actually is: It’s the love child of John “Wild Gestures” Sedlak and expands to Focused Games Framework.
Article: Using XNA Content pipeline extensions for localization. (Part 2)
by Roy Triesscheijn
Recap
So… last time we made our strings localizable and added-in a new content manager. Today we are going to make all our content localizable, but first we should revisit and refactor “yesterday’s code”.
After publishing part one and having a good week to think about part two, I found that some of my design choices, which seemed nice, where actually at bit cumbersome.
Also the xml parsing (in BABProcessor) wasn’t as robust as I wanted it to be because I forgot about localized formats for dates and numbers.
Fixing our xml loading is easy, so let’s first fix that!
HOWTO: show drawing items with the mouse in XNA
Jakob Krarup answers an unidentified question in the XNA Community Forums about “how to give a player the possibility of adding things to a game, and storing the position of the added images”.
Display Orientation on the ZuneHD
John Sedlak has two posts about using his FGF framework while working on the Zune HD and dealing with orientation.
He talks about how to support rotating and resizing of the display on the Zune HD (which supports both landscape and portrait gaming) and then continues with more explanations.
Names Actions Sample
Michael Quandt posted a new sample a new sample on his site, showing how to "create named actions which support the GamePad, Keyboard and Mouse".
Go read his explanations and download it to see if it could be useful for your own games.
Extending the GamePadState
Ever wished there was an easier way to test if one of a set of buttons are pressed on a gamepad instead of writing a very long if statement?
Nick "Don't call me 'I do too much' anymore!" Gravelyn shows how you can do exactly that in his new post called Extending GamePadState.
Article : Pie Menu
by Catalin Zima
Pie Menu

For the people who want some UI stuff in XNA, here’s a small sample that contains a Pie Menu Component, attached to a cursor. If you don’t know what a pie menu is, read about it on wikipedia.
