Skip to Content

Category Archives: XNA

Acid Boots

Written on July 8, 2009 at 2:59 pm, by

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.

Xna Color Charts

Written on June 16, 2009 at 12:23 pm, by

I saw Brandon’s Xna Color Chart linked on Twitter, and thought it’d be great if the colors were sorted based on hue and value, so I went ahead and made some variations: Large Boxes: Colors, by Name Colors, by Hue Colors, by Hue (bands) Colors, by Hue (luminance sorted) Small Boxes: Colors, by Name Colors,  Continue Reading »

Step Seven: Alpha 1

Written on October 14, 2008 at 5:05 am, by

The alpha is public! Tell all your friends! Download the Windows Installer Download the Xbox 360 ccgame (creator’s club subscription required) Enjoy the game! It’s stable, has local multiplayer, and is pretty fun. Pablo did some amazing artwork, and it was great to work with. I’ll be writing something about those cloud shaders soon. Let  Continue Reading »

Coming Soon!

Written on October 13, 2008 at 12:00 am, by

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 »

Procedural Terrain Generation

Written on August 12, 2008 at 11:55 am, by

This is something I’ve had in a semi-finished state for a long time. It’s just had a bug I haven’t had time to really look at for a while, and the shader wasn’t that special. This is a terrain generator with a focus on RTS-style terrain. That means clearly walkable and non-walkable regions, and flattened  Continue Reading »

Wisp Source

Written on August 10, 2008 at 2:59 am, by

Because Mykre couldn’t wait to see it, here’s the source code for the wisp demo I recently made. I cleaned up the code a bit and added pretty liberal comments so you can really tell what’s going on. Let me know what you think! Download the Source Code

Wispy UI Background

Written on August 9, 2008 at 12:44 pm, by

The other day I had a chance to look at the PS3′s UI, and I just couldn’t get over the slowly-moving, wavy shape in the background. So I figured I’d make it in XNA. I was pretty close on my guess about how it worked. It just uses a constantly deforming plane and a pretty  Continue Reading »

FlatRedBall Animation Demo

Written on August 6, 2008 at 7:00 pm, by

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 »

Alpha of Screensaver Available

Written on March 1, 2008 at 6:11 am, by

I’ve completed an alpha version of the screen saver I’ve been talking about, and it’s now available for download. Get it here Edit: The screen saver works! Just copy ParticleLife.scr and FlatRedBall.dll to your Windows/System32 directory, then right click ParticleLife.scr and select Install. To run this you’ll need to copy the .scr and .dll to  Continue Reading »

GPU Particles

Written on February 28, 2008 at 4:14 pm, by

Check this out: 10,000 particles running on my new system (with no gfx card!) at a consistent 30fps, all with different velocities, distance blurring, etc.: I had 65,000 running just fine, but it rendered as a big white blob, which didn’t look very presentable. I’ll cover the techniques behind this sample soon, along with providing  Continue Reading »