Developing on Mac and Basalt running on the IPhone

Developing on Mac and Basalt running on the IPhone

It’s been around two weeks since my last post. Basically because I’ve been busy porting my engine Basalt to IPhone/IPad. If you follow me on twitter you might have known this already since I ranted pretty much at start, moving platform and language is always painful if you are used to other conventions/shortcuts etc. So [...]

We need XBOX Live Indie Games in Portugal!!

We need XBOX Live Indie Games in Portugal!!

See the little black country on the map? It’s Portugal. The green zone are countries around Portugal that have XBOX Live Indie Games. We are surrounded by countries that can place their games on Creator’s Club but we were left behind. I won’t say there aren’t many others but they can speak for themselves. I’m [...]

Making a XNA Game Installer

Making a XNA Game Installer

I am going to start with a little rant about Visual Studio default Installer, you know, the one you can make for yout XNA games inside VS. Ugly and not very handy, sure it installs every dependency but doesn’t leave many options like….hum…I don’t know choosing the location where you want to install? Moving along…I [...]

Who wants to try Vizati Demo?

Who wants to try Vizati Demo?

Ok, I know I’ve been making far too much posts about Vizati but this time it’s for a good reason, anyone interested in trying out the game can do it…right about NOW… http://www.differentpixel.com/2010/06/vizati-demo-available/ Also on a quick update, yesterday I had the chance to test Vizati at Windows Phone 7 Developer’s Hub on a real [...]

A good Reference system can help your game

A good Reference system can help your game

How many times has it happened where you have this one class, let’s say it’s a spaceship that was destroyed. Now you have tell all other dependent objects that she died, any independent sprite animation class, AI, etc etc because they were relying on her. Another thing is, in my case, having a scene that [...]

Yay, my first Game as Indie Developer is almost out

Yay, my first Game as Indie Developer is almost out

No, I’m not dead….yet… It’s just that I’ve been stuck on Different Pixel development dungeon for the past weeks finishing and polishing (bug hunting) my first game, Vizati. Most of you have been following the process and asking things every since we showed the beta version at XNA Pizza Night, after which we decided to [...]

Vizati on Windows Phone 7

Vizati on Windows Phone 7

It’s been awhile since my last post. I’ve been utterly busy so I haven’t had the time for any tutorials. This week I got an invitation from João Antão to showcase Vizati as part of his XNA Framework presentation. This occurred during the Imagine Cup final on Portugal. I’ve been playing with the WP7 tools [...]

Making Big Grass Tiled Backgrounds in XNA

Making Big Grass Tiled Backgrounds in XNA

I’ve seen this quite a bit around on XNA forums and got 2 emails last week asking about this: I want to make a 3000×3000 grass background by tiling this small grass image I have. Should I make one big image or should I make a for cycle drawing the image (3000/TileSize) times? My answer [...]

XNA 2D Independent Resolution Rendering

XNA 2D Independent Resolution Rendering

Independent Resolution Rendering?? What’s this all about? Basically a way of not caring what you resolution is. Ever had Gui elements misplaced because you changed the resolution? Or getting out of the screen? If you are doing a game on Xna just for Xbox360 you can basically use a 1280×720 base resolution and the Xbox [...]

XNA 4.0 CTP and Windows Phone Developer Tools CTP now available for download

XNA 4.0 CTP and Windows Phone Developer Tools CTP now available for download

So I was watching Microsoft Mix10 and while talking about the new Windows Phone 7 Series, Scott Guthrie announced the availability of the Windows Phone Developer Tools CTP. What? But like now now? I went to http://developer.windowsphone.com/ and XNA Creator’s Club and there it was. The packages contains: A CTP of the new Visual Studio [...]

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