.NET 8, meet MonoGame
The journey has begun and the road to building .NET 8 based games has begun.
The journey has begun and the road to building .NET 8 based games has begun.
By default, MonoGame does not, or cannot publish to WebGL/The Web, but thanks to NKast, there is a Fork of MonoGame that can! Read on for details.
GameDev jams are the best way to throw yourself into the deep end and try things you never thought possible, like learning a new framework/engine. Here is a...
Every engine, framework and operation has a specific order to their events. This post outlines the execution order for MonoGame projects.
Building for one platform is great, but why not maximise your reach and potential sales with more using the SAME code!
The fastest way to get started with MonoGame is to install VSCode and from there install the tools, everything in one place!.
Setting the record straight on MonoGame, past, present and more importantly, its future.
A walk through the revival / restoration of one of the finest XNA sample sites, brought back to life and upgraded for MonoGame.
I personally hate link-baity titles, however this one is completely justified.
A fantastic announcement over on the SunBurn community blogs has just surfaced which is just amazing. HoloPhone3D had already built an amazing plug-in for S...
(http://blogs.msdn.com/b/mikeormond/archive/2011/09/22/windows-phone-ebook-1st-edition-published)
Just to round up the overview part of this series where I have covered frameworks doing their level best to take the dream of XNA onward and available to mor...
So far in this series I have covered:
While putting together the UnityXNA article I cast aside all warnings and threw caution to the wind and spent a bit of time trying to get my 3D starter XNA s...
Continuing on the exploration of XNA future I posted about an interesting new framework that was brewing by Barnaby Smith over at MVINetwork, a curious proje...
As part of a new “Back to basics” series which extends on my original XNA Futures article some months ago, I am going to cover all the options I explained ba...
Just to cross post back to my own blog (really did that the wrong way round :D) here’s my entry to the Intel App-Up competition now being run on codeproject,...
So there has been a lot of kerfuffle of late about XNA’s future, some wins, some losses and such.
Hot off the press, SunBurn 2.0 is now fully release, see what the Synapse Gaming guys have to say about it!
One of the many reasons I do not seem to get anything done these days is because I am so damn busy, if it is not family it is work, if it is not work it is u...
While right now I should be working hard on releasing our Alphalabs.cc project Vequencer I have decided to take some time out and write out a summary of the ...
Quick tutorial on grabbing screenshots using AR Foundation in Unity3D, and the fun to be had
For once I’m going with a simple yet boring title for this blog post (since I’m known for naming things in a weird and wacky way :D) simply because the conte...
So far with SilverXNA we have been dealing with a full page approach to rendering our Silverlight page in XNA, it’s quick and simple but there is another way.
In yet another area that will be completely foreign to XNA devs (unless you have delved into Silverlight or Web programming) is the concept that in reality y...
Continuing on From Part 1 and Part 2 of the SilverXNA series, we continue to start doing some actual Silverlight rendering of our own.
In Part 1 I went over some of the things you’ll need to do to get your current XNA project ready for use in the Silverlight XNA integration which I’ve dubbed...
For some time now I have been pondering over the new XNA to Silverlight integration since it was announced for Windows Phone Mango, I even wrote a short post...
As was the story not long ago, devs would look at the image above and see a Silverlight app, it looks like an image overlaid by a text control with another t...
(Cross post notification from Faux Motion)
Catching up on the webcasts I’ve done now for AT&T, here’s the recording from the event in September last year.
After the Techdays conference I re-recorded the SunBurn demo I did due to a glitch that happened on the day (typical, always has to happen on a live demo), I...
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.
Hot on the heels of the updates to the CC GSM code, I decided to go that little bit further and add some neat effects. These are also good for reusing in ga...
Strange title but quite apt for this post. ( Be warned this is a heavy Phone XNA based sample )
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...
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 ...
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...
Marty you gotta see this…. (whoops, back to the tutorial)
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...
Well it seems this week is full of surprises.
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.
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...
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 ...
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.
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...
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...
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 ...
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 ...
No need to guess what this little section is about. Games on Windows Phone 7.
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 ...
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.
(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...
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.
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 ...
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...
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...
This section is pretty much as-is from the original Digipen webcast. View the original video for the webcast here on codeplex.
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...
1. Introduction
Flow control is an essential part of any programming language, it allows us to make decisions and change the direction our program takes.
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...
This section is mainly for reference, you will refer to this quite regularly in the beginning.
1. Value Types
1. Introduction
Continued from previous post
1. Introduction
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...
Introduction:
Like quite a few developers these days, I like nothing more than sitting in the garden or relaxing on the couch (sofa) when I’m fumbling over some code, this...
I’m not taking credit here or rushing out to the shops, but you must have heard by now on the XNA Team blog, if you haven’t, here it is!!.
When most people start when jumping into game development, they begin with simple 2D games.
Browsing on my blogs (as you do) I happily read around the XNA Teams blogs over the last few days (I’m working in India at the moment so do not have much tim...
I should really get back to writing my own posts soon, My camera guide is moving along and the sample code does do both Matrix and Quaternion based calculati...
*Update – Sharky has now completed the 3D collision tutorial in 3 parts, get reading!
More details released by the XNA team (at least we now know who’s running it!!)
Seems there still is a lot of goodness coming out of the community over the festive period, which is amazing that people still have time to post while partying!
If you’re learning 3D, one of the best places to go is the good and the great XNA101.net site (now hosted on Live Spaces and Run by Bill Reiss).
Excerpt from Mykre’s Blog – damn he was quick, even the XNA team blog or any of the XNA team haven’t even announced it yet!!!
Quick update
XNA Rockstar posted a good go-to article on the XNA Framework forum recently, little run up on what to learn to progress into being a better game programmer.
This one from Mike Schuld, The Ramblings of a Hazy Mind site.
Well as I mentioned in my last post, XNA Game Studio Express Beta 2 would be coming soon and lo and behold what did I find while checking my blog posts this ...
For most of you in the know the XNA framework and XNA Game Studio Express are going to get a refresh to beta 2, thanks to Dave “LetsKillDave” Weller (still g...
Thanks to good old (well maybe not all that old) Dave Webber on the XNA team for this little heads up and in case you haven’t heard yet, the XNA team are go...
From over in Mitch Walker’s Blog, he notes back in September some important facts about XNA component writing and things to take into consideration.
Quote from Microsoft XNA Site:
XNA Game Studio Express