Category Archives: xna

XNA Random Terrain Generation Sample Code

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 … Continue reading

Posted in csharp, game programming, sample code, shmup, xna | Leave a comment

Simple XNA BMFont loading/render code

XNA doesn’t yet have good support for text render (still?) so since I just got a request for my font rendering code I put some short comments in the header. I think there are other examples of this but this … Continue reading

Posted in game programming, indie dev, xna | Leave a comment

Quick Update

So I’ve been in Austin since Jan 15th now and we’re getting settled pretty quickly. The movement relocation package was good, it took a whole lot of stress of of us and let me basically just hit the ground running … Continue reading

Posted in austin, dell, laptop, moving, xna | 1 Comment

Two new game music track sketches

I haven’t posted music in a long time but I have been quietly working on some tracks. Especially lately as I’m preparing some music and sound effects for a few side projects. So here are a few tracks that are … Continue reading

Posted in beatbox, music, rpg, underground heroes, xna | 1 Comment

XNA RPG: Bug fixes and gameplay tweaks

I finally got around to dumping all of the equipment, monsters and items into a giant spreadsheet. Mind you, this project was written over the span of a few days so there is intentionally very little config files here. The … Continue reading

Posted in game programming, rpg, underground heroes, xna | 2 Comments

XNA RPG: Underground Heros

Just before the thanksgiving weekend I was talking to my friend/fellow coder/work associate Massimo and he tells me that he wants to write this ‘simple’ RPG and having it running before Sunday. Sounds impossible but I told him I want … Continue reading

Posted in friends, game programming, underground heroes, xna | 1 Comment

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.

Posted in game programming, xna | Leave a comment

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