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16 septiembre Follow the MyBeast developmentDark Codex Studios and Tumbleweed Interactive are Co-Operating on a game project named MyBeast.
The Developer Journal from the game have just been released, and will be updated frequently.
The journal can be found here: http://forums.tigsource.com/index.php?topic=8240.0
Game Camp stand at Game On tomorrow!Are you are going to Game On tomorrow? Be sure to visit our stand!
Me and Thomas Beswick will be standing there all evening, providing you with information about cool technology:
- What is Game Camp?
- How you can start creating games using XNA
- Provide you with a complete game and source-code
- Project NATAL
- Lionhead's Milo
See you there! 08 septiembre Fixing the missing file( SkinnedModelPipeline ) error when compiling Mage Defender: RemakeI got some feedback that there is a file missing from the project, so I uploaded the file and it can be downloded below.
To fix this issue, follow these steps:
2 - Add the SkinnedModelPipeline.dll file to the Referenced under Content in the Mage Defender project:
![]() 3 - Compile and run!
Thats it, please tell me if you still have any problems with this! 07 septiembre Game On Invitation( Norwegian )Hei alle sammen, Din nye hverdag med fremtidens spillteknologi Tumbleweed Interactive om dagens spillbransje 06 septiembre Mage Defender on CodePlexMage Defender: Remake is now on CodePlex, and can be found on the following URL: http://magedefender.codeplex.com/
From there you can download the newest sourcecode when we release it, and download the newest releases.
Have fun!
05 septiembre Final Fantasy VII out on PS3For those of you who didn't know, one of the best games ever made is out on PS3( Since GameCon in Germany ): Final Fantasy VII.
I still got my original PS1 game( Yes, you can play PS1 games on PS3 now.. ), but for those of you who want to experience this great adventure, go to the PS Store and buy it for a very cheap price compared to what you will get ;)
03 septiembre Mage Defender, XNA Game with sourceMage Defender Remake
Today, we released the newest version of Mage Defender, created in XNA as apart of Thomas Beswicks and my "Creating a game from A-Z" presentation held at Game Camp, 03.09.2009. Note: The download-URL for these files will change( and be updated ) once I find another host. Credits:
Programming: Petri Wilhelmsen
Idea: Petri Wilhelmsen, Thomas Beswick
Art: Thomas Beswick
Music: Egil Hasting aka. Higen
Special thanks to: Tuuli Savolainen, Laura Marie Tan, Sindre Rian, Victor Bredholt, Ragnar Fatland The game is much more advanced than ever, with full 3D-Cel shading, animations and particles. The game got many adcanced spells, AI, bosses and a short story mode. ![]() Made Defender Remake for PC and XBox360.
So, as I promised, the game will be released with it's full source code.
There are some small things that I need to change before I upload the game, but it will be up today or tomorrow. A new post will be added with the link, and a codeplex page will be created for the project. Download ( XNA 3.1 ):
Source( 63mb ) Binary Installer( 29mb ) Note: The URL for these files will change( and be updated ) once I find another host. If you are missing a refernece( SkinnedModelPipline ) follow these steps in order to fix this issue:
2 - Add the SkinnedModelPipeline.dll file to the Referenced under Content in the Mage Defender project:
![]() 3 - Compile and run!
Thats it, please tell me if you still have any problems with this!
A history on Mage Defender Mage Defender, Original
In 1999, I created a DOS game named Mage Defender. You were a mage, and had to shoot slimes to protect your castle.
If slimes managed to pass you, the castle lost lives, and if one hit you, you lost lives. Mage Defender Deluxe, Silverlight
So, in 2007 I wanted to learn Silverlight 1.1, and decided to make a remake of the game. The game got a little more advanced, with multiple spells and castle levels, but still only slimes to kill. You also get Ability Points during level up,so you can spec. your player. Screenshots from my old gamesHi,
I was going trough my old project files when cleaining up my drives today, and found some old games that me and my friends have created back in the old days.
I decided to put them up here, to save them and share them with you.
Enjoy :P
The start of Project Ice Eagle, got pretty far on this. Tried it out a bit and found it rather funny. Discworld/Terry Prachett type of humor :P
The next few screenshots are from Veneficus, a story of magic. This is the game that almost finished, but died once the hardware got too good, classic.
The start of a new 3D engine named DeBreeze Engine 2.0, the same engine used for Veneficus( 2004 ) and Ice Eagle(2003). The engine was started in 2002, with the basis on the above Mage Defender II engine.
And this last image is from my first DirectX application ever, created in 2000. The models are created by Thomas Beswick. As we went to different schools, he created the models and copied them out on multiple floppies, sending them to me by my brother as they were in the same school. :P I had to wait multiple days between each model delivery, as the discs usually got corrupt and had to wait on a new delivery. :P 01 septiembre SaveState not working?As you might have experienced when using XNA, some of the render states are set incorrectly when rendering sprites with SpriteBatch or when rendering a model using a shader. Remember, SaveState is a heavy process so use it only when you really need this, try setting the render states manually instead!
There are many posts about this issue, but I will create another myself, as I came across another problem( see last solution point ).
Let's take a look on common solutions to this problem.
My render states get distorted after rendering sprites/textures with SpriteBatch To solve this, you can set the SaveStateMode to SaveState when calling the Begin() method of SpriteBatch. spriteBatch.Begin( SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState);// Render your sprites spriteBatch.End(); If SaveStateMode is set to SaveState, a StateBlock object will capture the current state of you rendering device. Once you call End(), the StateBlock will call Apply(), witch applies the state captured earlier. This usually works in most situations. My render states get distorted after rendering a model using a shader/effect To solve this, you can set the SaveStateMode to SaveState when calling the Begin() method of Effect. effect.Begin(SaveStateMode.SaveState); Again, If SaveStateMode is set to SaveState, a StateBlock object will capture the current state of you rendering device. Once you call End(), the StateBlock will call Apply(), witch applies the state captured earlier. This usually works in most situations. I am saving the state on my sprites/models, but the renderstates still get distorted!?? Ok, this is the problem I had today. I was rendering a 3D model, and after rendering it, everything got distorted.. I tried, just for fun, to call spriteBatch.Begin(...SaveState), render the model, and calling spriteBatch.End(). This worked by my model got some big problems related to the Z-buffer/Depth buffer and so on, so the model got pretty ugly. I also tried to set the SaveStateMode to SaveState in Effect.Begin(..) and in mesh.Draw(SaveStateMode.SaveState); but without any luck.. So, finally, I treid to save the state manually, and to my suprise, it worked very well! :D To save the state manually, add the following lines of code to your application: StateBlock stateBlock = new StateBlock(GraphicsDevice); // pass in your GraphicsDevice here. stateBlock.Capture(); // Saves the state. //Do your magic, like mesh.Draw(); stateBlock.Apply(); // restores the state again.
Good luck! |
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