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Archive for the 'shmup' Category

I recently received a comment asking for details on the terrain generation algorithm I used in my XNA shoot ‘em up proof of concept. Here’s my edited reply and sample code for anyone interested.

It’s not very complex and it doesn’t do any culling currently because I didn’t find that to be a problem given the […]

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 around the screen as you entered your program. As I was thinking about how to make […]

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 most of the weapons need to be tweaked.

Before ragging on the game any more I’ve […]

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 do one for a long time but this new framework seems ideally suited to a […]

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 and one that does a single directional light and diffuse shading. I picked up a […]