Tag: 2d tutorial
Behaviour - Lesson 8
Welcome to the conclusion of the original DigiPen tutorial, although fear not, this wont be the end of the series as we still have lots more to do.
Game Music and Sound Effects - Lesson 7
Finally we get something more than just looking at a quiet screen blinking images on and off. For this section we look to excite our ears and bring in the so...
Intermission #10 - (Part 2) lets tax the brain
Apologies, had to split the post due to some technical issues on the XNA-UK site, we’re working hard to resolve that but for now, here’s the continuation of ...
Intermission #10 - lets tax the brain
In the last intermission before getting back to the series we’re going to stay with the windows phone for now (the next part of the tutorial will start on th...
Intermission #9 - Back to the future (Phone 7)
Marty you gotta see this…. (whoops, back to the tutorial)
Intermission #8 - What has gone wrong?
The title reflects that odd moment when you have added some new content to your project, you have been meticulous and double checked everything, it should be...
Minor Distractions
Well it seems this week is full of surprises.
Breakpoint - Alternate Particle solutions
I am always on the look out for new ideas and ways forward and what we have implemented so far is only one solution to implementing particle effects.
Intermission #7 / 2 - Bring on the Fire
2D,XNA,Game DevelopmentIn the last post we set the groundwork with the particle system itself. Now we can move on to making use of this and adding / customis...
Intermission #7 - Resource pools and Particles
I was going to do this as two separate articles, but after a refresh trawl at what is already our there and available I’ve decided to put them together. We ...
Intermission #6/2 - Analogue Controls
Following on from the last post I’ll quickly cover updating our input framework to allow for analogue controls such as Gamepad stick and triggers.
Intermission #6 - More meat on the bone
When I started doing this section, it was meant to be quick and short as an intermission is supposed to be. The theory behind dynamic controls itself is quit...
Intermission #5 - Windows Phone controls
In the first of a few intermissions to the tutorial series, we’ll add some control to our windows phone project. With the current state of the development ki...
Player Control of Sprites - Lesson 6
Lesson 6 is here from the Original DigiPen series tutorial now updated with XNA. This section is pretty much untouched apart from the updated code. I will ...
Transformation and collision of Sprites - Lesson 5
Finally some action!! There is not much going on in our game at the moment, one lone ship flying in a straight line over the skies of some lone planet, not ...
Intermission #4 - Moving to Windows Phone
No need to guess what this little section is about. Games on Windows Phone 7.
Intermission #3 - updating to allow for changeable resolution
One problem with the original code from DigiPen (which the author freely admitted to) was that it was fixed to a resolution of 640 x 480 (640 pixels wide by ...
Intermission #2 - Code Changes
Since we are moving from single images stored as frames looped together to a single image with a picking rectangle, we need to update the framework.
Intermission #2 - Spritesheets (and Clean-up)
(coming to you from 45,000 feet 🙂 on yet another flight to India with work, sounds glamorous, but when you are leaving behind the wife, kids and 2 week old p...
Game Implementation part two
Game Implementation Part one
As we get into the actual coding part of this tutorial, I thought I would at least show an image of what DigiPen was aiming for in this game.
Game Design - Engine Basics
The DigiPen tutorial was originally delivered on top of a basic game engine written for the tutorial series. Now the specifics of the engine were discussed ...
Intermission #1 - Welcome to XNA
Right, before hitting the ground running with the rest of the DigiPen tutorial, you first need to know about this thing called XNA that we will be developing...
C# Programming Overview continued - Miscellaneous for XNA
Here is the section for the specific updates for XNA, new improvements in .NET 3.5 and what’s coming up for .NET 4.0. This refreshes the previous post from D...
Game Web Cast Project: Game Components
This section is pretty much as-is from the original Digipen webcast. View the original video for the webcast here on codeplex.
C# Programming Overview continued - Miscellaneous
This section of the tutorial is provided as is from the original Digipen tutorial, I will post a supplement to this post later which will cover the updates f...
C# Programming Overview continued - Structures
C# Programming Overview continued - Arrays
1. Introduction
C# Programming Overview continued - Classes
C# Programming Overview continued - Flow Control
Flow control is an essential part of any programming language, it allows us to make decisions and change the direction our program takes.
C# Programming Overview continued - Functions
Functions are at the core of the C# programming language, they define jobs to do in code, setting out a group of instructions to perform an action or resolve...
C# Programming Overview continued - Expressions, Statements & Operators
This section is mainly for reference, you will refer to this quite regularly in the beginning.
C# Programming Overview continued - Types
1. Value Types
C# Programming Overview continued - Variables
1. Introduction
C# Programming Overview (2)
Continued from previous post
C# Programming Overview
1. Introduction
Session 1 continued - Game Development Introductions
So if you’re new to game development, welcome to a whole new world of fun where the only limit is your imagination (skills can be learned, creativity must be...
XNA 2D from the ground up
Introduction:
More tutorials on the 2D front
When most people start when jumping into game development, they begin with simple 2D games.