Category Archives: Game Programming
Acid Boots
Written on July 8, 2009 at 2:59 pm, by Kyle Schouviller
Mike messaged me late last week with a challenge: make a game in under 10 hours and in less than a week. This is the result, from the bit of free time I’ve had after work: You can download the game here: Download the game You’ll need XNA installed to run it.
Coming Soon!
Written on October 13, 2008 at 12:00 am, by Kyle Schouviller
About two weeks ago I thought, “hey, it’d be cool to make a game in 24 hours.” That of course meaning 24 hours total, not one day. So I made up a design for what should be a small game, and started off. Then the design grew (as these things do), and the number of Continue Reading »
Voice-assisted AI
Written on September 14, 2008 at 11:17 pm, by Kyle Schouviller
A little while ago I read through the engineering publications from Bungie. Some of the AI papers discuss one of the worst problems in game AI: recognizing the player’s intention. The next time I played on Xbox Live, I picked up my controller, put on my headset, and had an idea: why not use voice Continue Reading »
FlatRedBall Animation Demo
Written on August 6, 2008 at 7:00 pm, by Kyle Schouviller
I thought I’d post a quick note to post this, a demo of animation blending using FlatRedBall (along with some other nice tricks). This only took a day to put together, and most of that was finding the assets and debugging the movement code (since I wanted to show the blending). The demo program can Continue Reading »
Time Control
Written on August 1, 2007 at 12:20 pm, by Kyle Schouviller
A quick note about time control, with code. XNA makes time relatively simple – a GameTime object is managed automatically and given to you every frame. This makes calculations involving time relatively simple. However, what happens when you want to slow down time? You could just use a variable to set the time speed, and Continue Reading »
Dream Sower Interview
Written on July 10, 2007 at 10:16 pm, by Kyle Schouviller
Zedox interviewed me today about my team’s Dream Build Play entry, Dream Sower. Check it out at Ziggyware!
Eliminating Magic Numbers
Written on July 5, 2007 at 3:21 pm, by Kyle Schouviller
With the Dream Build Play competition nearing a close, I’m sure everyone is busy with tweaking their game to make it as fun as possible. Of course, this can be quite the monumental task if you’ve got a large code base with “magic numbers” all over the place. What’s a magic number, you ask? A Continue Reading »
Dream Sower Demo
Written on July 3, 2007 at 3:04 pm, by Kyle Schouviller
I’ve been pretty silent lately because I’ve been pushing hard to finish my team’s Dream Build Play entry. I was lucky to get to work with Rockstar, Catalin and Greg on a game we’ve called Dream Sower (formerly Mind Tap). Dream Sower is a pretty simple game. You’re in control of a Dream Sower – Continue Reading »
WSUXNA Engine Code
Written on June 9, 2007 at 2:49 am, by Kyle Schouviller
It’s about time I release the engine I created last fall in XNA. This engine is purely academic, and should be treated as such (i.e. don’t go trying to make your own games with it unless you want to retouch most of the engine). However, it’s fully commented, and I believe the code is both Continue Reading »
Quadtree Code Design
Written on May 10, 2007 at 11:00 am, by Kyle Schouviller
A short, post-final follow-up to my previous article about Quadtrees. Includes a nice animation showing how the nodes are structured. I’ve had some questions about my explanation of Quadtrees, and I must admit, the first time I made one, it was quite an undertaking. However, since I’ve been through 99% of a Computer Science degree, Continue Reading »