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published 5 hours, 26 minutes ago, submitted by Driklyn 18 hours, 52 minutes ago

xnasociety.com — Event handling is a simple task to accomplish and can be extremely useful. It allows your coding to be more flexible because custom actions can be written and applied without the need of changing the game's base code. read more...

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published 9 days, 5 hours ago, submitted by Novack Novack 9 days, 21 hours ago

aigamedev.com — Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This week, we have a set of interesting media comments on current and upcoming AAA games; also, as always, there are some good articles and blog posts for you to read. Remember, there’s also lots of great content to be found in the forums here! (All you have to do is introduce yourself.) Also don’t forget the Twitter account for random thoughts! read more...

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published 10 days, 11 hours ago, submitted by Driklyn 10 days, 14 hours ago

xnasociety.com — Alpha masks add transparency to images and allow regular square images to become any shape imaginable. This tutorial is going to show you how to apply an alpha mask to an image. read more...

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published 10 days, 9 hours ago, submitted by Driklyn 12 days, 18 hours ago

xnasociety.com — Game editors are used to make creating a game much easier. This tutorial is going to show you how to start a game editor with a splash screen for use in your XNA game. Tutorial includes project files written in XNA 3.0 and VS2008. read more...

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published 12 days, 20 hours ago, submitted by Novack Novack 14 days, 15 hours ago

aigamedev.com — Rather late this week, but still we have a Roundup full of insightful stories and news on the game AI community; as always, there are some good articles and blog posts for you to read. Remember, there’s also lots of great content to be found in the forums here! (All you have to do is introduce yourself.) Also don’t forget the Twitter account for random thoughts! read more...

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published 12 days, 20 hours ago, submitted by Driklyn 16 days, 13 hours ago

xnasociety.com — This sample uses XNA 3.0 and shows how to do rectangle-rectangle, circle-rectangle, and circle-circle collisions with very simplistic and unrealistic physics. read more...

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1
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published 22 days, 19 hours ago, submitted by ElementCy ElementCy 22 days, 19 hours ago

nickontech.com — Nick was sitting around playing all sorts of games in review and playtesting, as well as thinking of his own game, he figured he would gather his thoughts and write up a post on the things he thinks are important when making a game for Xbox LIVE Community Games. These are, of course, additions or elaborations on the things already present in the Best Practices guide and the Creating Great Community Games list. read more...

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3
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published 23 days, 16 hours ago, submitted by Novack Novack 23 days, 18 hours ago

aigamedev.com — Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This roundup, we have as much of content, as we did’nt have in weeks: many very good articles and blog posts around the web! Remember, there’s also lots of great content to be found in the forums here! (All you have to do is introduce yourself.) Also don’t forget the Twitter account for random thoughts! read more...

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published 24 days, 16 hours ago, submitted by Driklyn 24 days, 19 hours ago

xnasociety.com — Today, XNA Society is finally being launched! This site has been in development for somewhere around 3 months and I have been working extremely hard over the last couple of weeks to get it done. The purpose of this site is to have central place for developers to post articles, tutorials, and samples based upon the XNA framework in order to help other developers and aspiring gamers. Once you have registered for an account, you will be granted access to submit your very own content and rate others as well. Good luck and thanks for joining! read more...

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3
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published 26 days, 4 hours ago, submitted by ElementCy ElementCy 26 days, 4 hours ago

ziggyware.com — Matt Bettcher has a new article hosted on Ziggyware focusing on Using a Pool Memory Structure to Boost Performance in your XNA games. This technique is used to prevent excessive garbage collection that can bog your game down. read more...

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published 26 days, 15 hours ago, submitted by Charcoal 26 days, 18 hours ago

ziggyware.com — A new article focused on creating Procedural Music in XNA. This article should give you a head start if you want to create your own music programatically or even create your own rhythm based game in XNA. read more...

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published 26 days, 21 hours ago, submitted by ElementCy ElementCy 26 days, 22 hours ago

geekswithblogs.net — Chris Williams has posted his initial impressions on the XNA 3.0 Platformer Starter Kit. It posts that it doesn't come with as much media than say one from GarageGames for their TorqueX product, but does has nice features, and has a great price tag, FREE! read more...

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published 27 days ago, submitted by ElementCy ElementCy 27 days, 1 hour ago

ziggyware.com — MrLeebo has a new article online focusing on Language Localization using Method Extensions in XNA. This article covers how you could implement multiple languages in your games using a simple framework designed to be extendable and robust. read more...

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published 27 days, 4 hours ago, submitted by ElementCy ElementCy 27 days, 6 hours ago

johnnygizmo.blogspot.com — JohnyGizmo thought he would talk about a pretty cool class in XNA called GameComponent and its child Class DrawableGameComponent. These classes are made to add components to your game in a modular way. A component is something that needs to update with your game. DrawableGameComponent inherits GameComponent and adds functionality so that the component is also drawn at proper times as well. You could actually re-design our GameObject class as a DrawableGameComponent or at least inherit a class from DrawableGameComponent to give us the added functionality. Now from his reading, it seems that a lot of people think GameComponents are are really aimed at single game objects like a tank, but to add a TankManager class that would deal with the updating and drawing of all the tank objects in our game. But it certainly doesn't hurt to learn the type in an easy way. read more...

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published 27 days, 3 hours ago, submitted by ElementCy ElementCy 27 days, 6 hours ago

aigamedev.com — Most commercial games have their own object / attribute system. From one engine to another, these frameworks provides more or less features depending on the style of C++ that’s used. In general, the job of an object / attribute system is to provide a variety of features which help building the rest of the game code on top. read more...

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published 27 days, 2 hours ago, submitted by ElementCy ElementCy 27 days, 6 hours ago

ogre3d.org — Following a period of 'bedding in' as a Release Candidate, we've now released OGRE v1.6 as the new, official stable version for all users. Here's a reminder of the main new feature points in v1.6 over v1.4: * New more powerful script compilers * Geometry shaders in OpenGL * Antialiasing on render textures as well as windows * sRGB gamma correction * Alpha to coverage support * New 'Portal Connected Zone' SceneManager * Parallel-Split Shadow Map support * Improved tangent generation * Skeletal blend masks * New background loading options * Custom memory allocator support read more...

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