Category Archives: game programming

Manders: A helper class to show video “safe areas”

This article explains some details on getting your project setup to render to ‘safe’ areas of the screen. This will be more important if you want your game to work on a variety of different TV setups.

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Experiences upgrading to XNA Beta 2

I decided to take some notes while I ported my test project to beta 2: First off 62 build errors. Class documentation is still sparse. Things are worse now however as XNA is moving further from DX standards, you can’t … Continue reading

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The goings on as of late

I’ve found a little time here and there for more XNA coding. I cleaned up a lot of the UI code, there are a number of nice usable components now, Menu, ListBox and Tweaker. Menus can be added to the … Continue reading

Posted in game programming, nds, xna | 1 Comment

XNA BMFont Renderer, Logo and Some Screens

I’ll start this post with some XNA dev screenshots: When I was very young I did some coding in logo on an apple II. It has a very simple syntax and was fun to experiment with, a little turtle moved … Continue reading

Posted in game programming, shmup, xna | 5 Comments

3DS Model Loader Sample Updated

I updated the sample for the 3DS Loader. It now includes all the project files you need and a sample shader that can handle the basic materials in the sample model. You can build the application and it will show … Continue reading

Posted in game programming, xna | 6 Comments

XNA 3DS Model Loader

Took me some time to get around to posting this but I thought it would be nice to get this to anyone who needs it. The content pipeline will remove the need to use this as you can use the … Continue reading

Posted in game programming, xna | 9 Comments

Holdem: Bug fixing career mode, UI tweaks

I fixed a bunch of bugs in holdem last night. I got career mode working really well, both continue career and new career. I moved a bunch of the player game save logic out into it’s own class called ‘SaveData’. … Continue reading

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XNA Shmup Update

More progress as of late on the xna based shmup concept. All of the gameplay mentioned in the previous post has been implemented. Some of it is not quite ‘fun’ yet. The attack pod makes things entirely too one-sided and … Continue reading

Posted in game programming, shmup, xna | 1 Comment

XNA Shmup

So for anyone who cares and hasn’t heard me rant about what I wanted to do with the XNA stuff I’ll just explain it now. Ryan inspired me to go in the direction of a shmup, I have wanted to … Continue reading

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XNA: Yes I’m a Bit Addicted Now

This stuff is really nice. I’m actually a bit addicted to the whole thing. I finally got some shader issues sorted out. I have a few very basic shaders right now, one that renders color coded normals for debugging purposes … Continue reading

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