Sgt. Conker We are "absolutely fine"

24Aug/104

Article: Programming your first XNA 4.0 game for PC, Xbox 360 & Windows Phone 7: Pong

by Thomas "Mister Helmut" Altenburger

Programming your first XNA 4.0 game

I’d like to introduce the XNA framework to you with this very simple and straightforward tutorial. We will see what XNA is and how its basic features works to continue with the programming of your first game, a simple Pong clone for Windows. At last, we’ll try to convert it to the Xbox 360 and Windows Phone 7. This tutorial assumes that the readers have a basic C#/.Net understanding. I hope that it will help you to understand the basics of the framework and that it will motivate you to go further in. The article should be suitable to complete beginners in game programming.

About this tutorial: I wrote this tutorial back in the days of XNA 2.0 beta and used it as an introductory course I taught to master degree students. Since then, it evolved to support XNA 4.0 beta with added Window Phone 7 development.

English not being my native language, please forgive and/or report any English oddities.

This tutorial targets XNA 4.0 beta. It will be updated when the final version will be released. It uses some new features of XNA 4.0 so it will not run out-of-the-box on previous XNA version (mainly due to the usage of Viewport.Bounds and changed SpriteBatch.Draw arguments order).

24Aug/100

Bob Taco Ind back to WP7 loving

After having a rough day in his relationship with Windows Phone 7, Bob Taco Ind (Michael B. McLaughlin) is back in business, with two short tutorials related to programming for the upcoming device. First, he shows you how to pin your game to the start screen, followed by one option of properly exiting a Silverlight-based game on WP7.

Post Scriptum thoughts for my colleague Cpt. Boki after realizing I'm kinda stalking Michael's blog... Where did the MVP Watch thingy go?

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!

24Aug/100

News from nuclex.org

Here's a couple of news from nuclex.org.

A new tutorial for Synapse Gaming's SunBurn engine demonstrating how SunBurn (and XNA) can be used in a dependency injection environment, a programming technique in which components are wired up to each automatically based on predefined bindings. Read more.

Cygon explains why he has chosen to reimplement XNA's GameComponent/DrawableGameComponent classes himself and how he's improved his design to cover environments where the game renders into a scene graph instead of directly using the graphics device. Read more.

Cygon is talking about a redesign of the event-based input handling system used by the GUI in his Nuclex Framework. Read more.

Enjoy!

22Aug/102

Jemgine.Hex now available for download


Our friend Blecki has released another project called Jemgine.Hex.

Here's some info from his codeplex project.

Jemgine.Hex implements a subdivideable hexagonal grid for XNA projects. Jemgine.Hex makes it easy to create hexagonal grids in vertical and horizontal orientations and to do mouse picking on them. It's written in C#.

All source is for XNA 4.0, but the library itself will compile against XNA 3.1 if it's references are changed. The demo project will not.

The HexDemo project contains examples of
*Rendering hexagonal grids
*Generating a series of subdivided grids
*Detecting the tile under the mouse of several subdivision levels

Please go check it out here

You can also see the Blecki's Jemgine XNA Engine which is a very fast maturing engine for XNA here


17Aug/100

IcoModel Beta

A new interesting project popped-up on codeplex. Daniel Hoctor released the first beta version of IcoModel. The original announcement on the xna forums explains what IcoModel is all about:

What is IcoModel?
IcoModel is a free, open source terrain system that provides an easy way to create and manage dynamic terrain in the form of a globe. The IcoModelProcessor has been designed specifically to work with geodesic spheres; the mesh is broken down into sectors--the pentagons and hexagons that make up the sphere--which the IcoModel class uses to manage the terrain.

How does it work?
You simply load a non-textured, UV Mapped, geodesic sphere mesh via the IcoModelProcessor. Then you create an effect key that represents the different terrain types in your project. From that point on, you can assign any sector an effect key index, at any time. When you call IcoModel's draw function, each sector will be drawn according to its current effect key index.

You can see a video of IcoModel at work below:

P.S. Thanks to Mike (Bob Taco Ind) for the tip!

17Aug/100

Matali Physics supports Windows Phone 7

We received word that the latest build of Matali Physics now supports Windows Phone 7.
From our informant: Matali Physics is an advanced, cross-platform, fully managed 3D physics engine, intended for the .NET platform. The latest build of the engine introduces support for Windows Phone 7. The available demo also shows the full physical 3D UI on Windows Phone 7.

You can try for yourself on the Matali Physics page.

14Aug/1011

Article: Input Playback

by Jesse Chounard

Input Playback

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.

10Aug/100

Links, links, links!

We'll start with NemoKrad's BoundingBoxes in XNA 4.0

Next, Stephen Styrchak talks about Debugging the XNA Content Pipeline with C# Express Edition and a bug-fix for Debugging Xbox 360 Content

Bob Taco Industries has two blog posts, one about Turning a Solution into a Template for XNA 4.0 and one about Sizing Apps and Games Properly Using the WP7 Emulator

Xna Creator's Club Online released some new samples for Windows Phone and XNA Game Studio 4.0

And Shawn explains the new Dual Texture Effect

29Jul/100

XNA-UK has had an overhaul

The XNA-UK User group website has had a major overhaul of its look and feel.

The XNA-UK website has lots of good content for the community and you should go check some of it out.

XNA-UK is also setting up some annual meeting which can be found on their companion site.

XNA-UK
XBLIG-UK
Events
Membership

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