May 2007 - Posts
The UK XNA User group have published a heap of XNA Examples, Note that these samples are all pre refresh so there may be some small code changes needed.
"When Microsoft released version 1.0 of the XNA Framework they had a couple of parties, one of them here in England. If you were there then chances are you got hold of some of Rare's XNA tests that they coded up. If you weren't there then now you can.
We have several new downloads available, from simple examples to full-on 3D platformers with in-game editors. There's loads of good code to pore over. You can get them in our downloads section. Oh, one thing most of them are setup for the Xbox 360, but the code is still good for Windows."
But for anyone starting out this would be a good collection to look at and learn from. Also included in the downloads are some sample models, sounds and sprites that you can use.
- Asteroids [Xbox 360 Only] 1 to 4 player game. Plays like a cross between asteroids and gravity wars.
- BetaBlocka [Xbox 360 Only] Breakout clone.
- Deformable Height Map [Xbox 360 Only] Shows a real-time deformable height map terrain. You can deform the height map by firing at the ground.
- Hello World [Xbox 360 Only] Basic example of getting started with XNA.
- Jump'n'Run 2D [Xbox 360 Only] 2D platformer with paralax scrolling and in-game editor.
- Knight In A Room [Xbox 360 Only] 3D puzzle/platformer with in-game editor.
- Lava Mountain [Xbox 360 Only] Expands on the deformable height map example to provide a character that can be moved around the landscape and alter it by using different types of grenades.
- Music Game [Xbox 360 Only] A rhythm action game demonstrating advanced sound techniques.
- Particle System [Xbox 360 Only] Example of a 3D particle system. Uses an interesting generator technique for easily generating values for the various particle system parameters.
- Reach For The Stars [Xbox 360 Only] Marble Blast like game where you control a rolling, jumping marble. Navigate 3D platforms that can be moving and spinning to reach for the star.
- Rolly Ball [Xbox 360 Only] Roll a ball around avoiding red sectors and hitting green sectors.
- Sample 3D Models A selection of 3D models in various file formats.
- Sample Music Selection of music tracks from Rare's composers.
- Sample Sprites Selection of sprite textures.
- Simple Font [Xbox 360 Only] Shows how to draw text using a custom font renderer.
- Simple Game Template Shows simple game state/screen management.
- Space Invader [Xbox 360 Only] Um, it's space invaders but this time you (up to 4 of you) are the invaders!
- Tanx [Xbox 360 Only] 2-4 player top down tank game.
- Witching [Xbox 360 Only] Witchy, 2.5D bullet hell shoot 'em up.
Here is the direct Link to the Downloads Page.
Cross Post from www.virtualrealm.com.au
XNA Gamer has posted a small post about XNA and Pod Casting, he talks about a small proposal to publish a Regular pod cast based around the XNA World. He also asks that if anyone is interested in it to drop him a line.
"So heres my proposal: a biweekly podcast about everything XNA. Interviews and so on included wherever possible, but primarily I guess I would spend my time talking about my personal progress using XNA and the Microsoft Creators Club, and of course XNA news."
Cross Post from www.virtualrealm.com.au
There is a new Video on Channel 9 with Nick Baker. In this Video Nick talks about the Architecture of the Xbox 360.
"What is the XBox 360, exactly? How do you go about designing and building a game console that meets the high standards of today's gamers and handles the computational pressures of today's highly realistic games (think real time physics computation, incredibly rich graphics, etc)? Did you know the XBox 360 team saw into the multi-core future before most anybody else?"
Cross Post from www.virtualrealm.com.au
The UK XNA User Group have started a new Competition for all you XNA Developers.
"We're hosting this competition, with support from Microsoft, to kick-off the formation of the XNA UK User Group. A unique element of this competition, and one of the goals of the user group, is to encourage collaboration between creatives and developers. We believe that games are more dynamic when the composition across game development, art and sound flows. We hope to join these communities to produce better all round games.
You can choose from three categories, each one focusing on a key area of game development. Select from one of the categories below to find out more about each category.
In order to enter this competition you must be a UK resident and a member of the XNA UK User Group. We will be telling the user group how to register and submit competition entries in the very near future. Feel free to get started on your competition entries in the mean time!"
Cross Post from www.virtualrealm.com.au
The Guys over at Dark Industrial Engines have been doing some research on 2D Physics systems and Methods for their projects.
"The last few days I've been trying to learn about physics in 2D games, and on the way I've found some pretty useful tutorials and resources, which have helped me progress.
2D Physics in PlayBasic
2D Physics 101 <-- Very good.
Applying Physics to your game
Sin and Cos: The Programmers' Pals!
Plus I found some interesting Physics engines as well, such as…
Farseer Physics Engine
Newton Physics Engine
XNA Physics API"
Drop on over and have a look, if you have any suggestions on some other resources you can always post them here, or comment on the Dark Industrial Blog.
On another note Dark Industrials Next post is also on Physics...
Cross Post from www.virtualrealm.com.au
XNAGamer (an Xbox360 Gamer turned XNA enthusiast) has posted a small article and a good example of using Physics in your XNA Application.
"Finally got a chance to make use of some of what I've read from the great Physics for Game Programmers book by Grant Palmer."
"A couple things to note before downloading, its currently set to calculate according gravity according to the normal Earth, so it should be pretty obvious if something is off. Additionally, it should be exactly accurate - I caclculated how fast the ball should fall on the screen relative to a screen with 96 dots per inch, which I guess wasnt necessary but I liked the thought of being able to do that.
Oh, and finally - because the ball falls at the speed of gravity, its going to fall fast. so to move it click the mouse anywhere onscreen and the ball will reposition itself there so it can fall again etc. I've placed an imaginary barrier part-way down the window just so it doesnt disapear alltogether. You can also increase your distance from the source of gravity - thus making the gravity far less powerful."
Download the Sample and Give it a go, you might find something that will help your Project.
Cross Post from www.virtualrealm.com.au
In this Weekends Reading article, *** McVengeance gives XNA a little look and a small section in his article, It is worth a read, but most of us have seen and heard much of what he talks about. Is interesting though to see that some of the people commenting on the article have not had much to do with it or understand the XNA systems. It shows us that even though the XNA Framework is popular there are still those out there that we need to get in touch with and pass the word.
Cross Post from www.virtualrealm.com.au
Looks like there is another Tower Defence game in the works, but the difference this time is that this version is in 3D. Sofar they have been working on the engine and toolset for the project, as well as the Terrain generation.
But one of the things that are good about this project is that the authors are using windows forms with XNA, and including Docking windows.
I have not been able to find any reference to a code download, so if you find one please email me as I would love to have a look. Please make sure you drop over have a read look at the pretty pictures and offer feedback to the authors of the project.
Cross Post from www.virtualrealm.com.au
Looking for that Life like texture for your next game model or background, have a look at this site.
"Browse and search our photo gallery of over 7.000 royalty free, high resolution stock photos, templates and logos to use in your personal and educational design projects. You can now share your own photos by signing up as a photograper and help us give something back to the community. "
With this resource of Stock Photos you should be able to create the next best texture for your game or background, doing a quick browse of the site I saw serveral photes that I could use a small section to create a texture map for some of the projects I am working on. Maybe they will help you on your next project.
Cross Post from www.virtualrealm.com.au
Going through my normal web searching I came across this Post...
"Visual design elements can considerably improve the readability of the page. Using them, you can make it easier for your users to scan the presented content and find the information they’re actually looking for. Icons can draw reader’s attention to the key aspects of the article and visualize the topic of the post. Buttons can be used to motivate users to some particular actions; and templates are supposed to help designers to create user-friendly interface elements right away. And whatever aim you’d like to achieve, free visual design elements are always useful - simply because they can give your text content a better visual appearance.
We’ve selected fresh high quality icons, buttons, vector graphics, templates and layouts. You might know some of them, but hopefully not all of them."
Please make sure that when you do find something you like, you make sure that it can be used in your current project. Some of the So Called Freebies will only be able to be used in Personal Projects.... But yet again some of them can be used in Commercial Projects...
Make sure you understand the media and restrictions on it before you use it.
Cross Post from www.virtualrealm.com.au
Over the last few weeks I have started to collect the 3D Studio Links and Resources I come across. To help with this I have added a page to the site that I will use to publish what I have found.
Virtual Realm - 3D Studio Max Links and Resources
If you find anymore that you feel should be on the list please reply and I will add them.
Cross Post from www.virtualrealm.com.au
I cam across this new Generic Helper class this morning for the Game Services system, It allows you to shorten the setup of Game Services inside your application.
"Sick of lines like these in your Game Components? :
graphicsService = (IGraphicsDeviceService)Game.Services.GetService(typeof(IGraphicsDeviceService));
Here's a pretty small snippet that will save you tons of typecasts and typeofs.
Just enclose with your favourite namespace declaration."
Drop on by and have a look at the code, you might find it interesting.
Cross Post from www.virtualrealm.com.au
Loaded up the new Blender System and with a little bit of a surprise I have found that Blender 2.44 now has FBX Export Support. At this moment I have not yet had a good chance to look at it yet, but I will do over the next few days. If anyone else does please post and tell us what you think.
Cross Post from www.virtualrealm.com.au
For a while now I have been watching FlatRedBall, even helping with some questions over the years, but Today marks a new milestone in the life of FlatRedBall…. The FlatRedBall XNA Engine is now alive and ready for the Public.
"FlatRedBall XNA is the evolution of FlatRedBall MDX. We've learned over the years about how to make games efficiently - both things which work and things to avoid. FlatRedBall XNA is a complete rewrite which incorporates everything we've learned over the past few years and we are happy to finally open the library to the public.
Naturally, this is a first release. I suppose you could consider it "beta", although I prefer to not use this term. As you may be familiar, we continually upgrade our engines and we never want to consider our work "finished". There is always more to do. While we have taken time to stabilize syntax, identify and fix bugs, and include as many features as we could during the past few months, there will undoubtedly be a few unexpected snags.
If you have come to appreciate and expect the monthly release schedule of FlatRedBall MDX, then rest assured that this tradition will continue to live with FlatRedBall XNA. We are committed (or perhaps even obsessed) with creating the best, easiest to use XNA engine available and we will work our hardest to give the community the most up-to-date libraries."
Please Drop over and have a look at the product, I know that the authors are very dedicated to the project and are always willing to help.
Cross Post from www.virtualrealm.com.au
I came across this site today and I thought that you all might like it.
www.vecteezy.com
"Welcome to Vecteezy! Our goal is to be a the best resource for Free Vectors available for download on the internet. Feel free to browse around and tell us what you think. If you have any suggestions feel free to drop us a line and let us know, and if you like what you see then please digg it!", From the Vecteezy Blog...
Going through the images I did come across the following item,

Looks like I might have to startwork on my version of a Keyboard Entry System...
Cross Post from www.virtualrealm.com.au
Over the last few weeks I have picked up my Art and Design hat again, most of the work has been on other projects, but some of it is starting to appear in my XNA Projects. With one of the projects I needed to put together a simple Stone Effect for the title text and some other screens.
So I thought I would write it up, buy the end of this small post you should be able to draw some text which will look like the following.

To start with create a blank canvas in photoshop, for mine I used an 800x600 transperant canvas, and add another layer to the canvas.The next step is to add the text that you would like converted to stone. Do this using a font that has some body to it, if you use a thiner font the effect dosn't look right. As we are going to be creating a stone effect make sure that you color the text in a stone grey color. The last step to prepare the text is to rasterise the layer in photoshop.
To get the stone texture on the text, select the noise filter, set the amount to 16 with a Distribution of Gaussian and make sure the Monochromatic check box is checked. The next step is to change the Layers style so that it adds the raised effects we want. Select the Layer Style Bevel and Emboss, from there select the Chisel Hard Technique with a depth of 400% and a size of 25px.
Now to add the finishing touches, still inside the Layer Style check the drop shadow box and leave the settings as default. Now on the blank layer use the rectangle marquee tool, draw a background underneath the text and use the fill bucket to fill it in. For this I selected a wooden background, but this is just to show you the effect of the example and it is up to you.
Cross Post from www.virtualrealm.com.au
The Guys from Dark Industrial Engines have put together a basic Input Wrapper for the XNA Framework and your Windows Applications. Sorry for those using the 360, becuase as the guys don't have a 360 the code will only handle the Windows Input Methods.
"Ages ago, on my old blog, I posted an incredibly over-complicated and crappy input manager class for XNA. Anyway, tonight I took to writing a new one, and here are the fruits of my labour. Incidentally it only works for Windows PC, as I don’t have an XBox 360 and therefore don’t care about it (I’m not bitter :p)."
Cross Post from www.virtualrealm.com.au
Going through the posts this morning I stumbled across a Blog where the author is putting together a engine for the XNA System, so far it is looking good. But this morning Charles posted a small fog class that can be used in almost any XNA Application. At the moment I have not had a chance to test the code to see what it can do, but it is a simple class and it shouldn't be to hard to use. Just a side note, it looks like the engine is using a lot of the code samples and tutorials from http://www.riemers.net/ to assist in getting the engine running.
So if anyone does have a go with it please remember to post back here or on the authors blog to let us know how it goes.
Cross Post from www.virtualrealm.com.au
Shane Lynch has released the first version of his XNB-Viewer
"Here's an XNB model viewer application I made because I wanted to be able to double click on an XNB model file and see it without having to write some sort of test application. 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. This can be useful in conjunction with the XNA-Content-Builder program for allowing your artists to build and view their FBX file within the XNA environment. The controls are in the ReadMe included with the program. Enjoy"
Here is the direct Link to the Post and the Download of the XNB-Viewer.
Cross Post from www.virtualrealm.com.au
Brecht Kets takes us through the simple procedure of Drawing 2D Textures in you XNA Application, in this example he is adding a log and a heads up display.
Here is a list of some of the other XNA Tutorials that Brecht has put together.
Cross Post from www.virtualrealm.com.au
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