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XNA Content Release Details

Premium Members might have noticed things have slowed down a bit. I am working non-stop on my dream build play entry as I put the finishing touches to the game engine. However, I will release the complete particle system this weekend and a series of tutorials to go along with it. Also, every sample currently available to premium members will get a tutorial this weekend.

About the Tower Defense game, I need to finish this DBP entry up as much as possible as quickly as possible. Once I have either finished the game and have begun testing, or have submitted it, I will begin the Tower Defense tutorials. In a week or two I will begin the TD: Content series with some photoshop tutorials on how to create the sprites and animations.

Also, I am hoping to get the tower defense tutorial series available on DVD so you can buy it (not sure about international shipping yet, I am not sure I will even be able to do this yet for US). If I am able to get a DVD professionally made, it will be from both the content series, and the development series. It will also include a premium membership if you do not have one already. Now if anybody knows where I can get DVD's professionally made, please let me know!

Finally, due to numerous requests, I will work on the Space Shooter tutorial and make a video of it.

Apologies for the slow-down, I just really want this entry near perfection by the time of submission! Not to mention I have been in bed this past week sick :(

XNA Particle System Beta

particle system

This is a beta of the upcoming particle system. It is pretty much complete, just a few minor bugs here and there and needs a few #region blocks to make it more easy on the eyes. This system is very powerful. All smooth transitions are based off one variable, the particle longevity. You can have the particles fade from one color to another, start off at high opacity and slowly fade away, change sizes as the particle reaches its max lifespan, and many more cool transitions. The system is split into three parts.

System
The root of the system, holds the list of particles and the emitter. Also contains a list of birth and death objects to use for transitioning. Updates and draws all particles in the list

Emitter
This control where and how the particles are ejected from the central point. Controls speed, radius from the central position, gravity, and more. Also contains which texture to use as the particle.

Particle
A single particle object contains everything needed for it to be used in the system. Contains the position, velocity, acceleration, opacity, rotation, and scale values. Gains the texture from the emitter.

Check the video out that describes how to implement the system (Streaming 720p)
Download the System (XNA 3.0 Version)
Download the Library DLL File (XNA 3.0 Version)*

XNA Advanced Movement

Advanced Techniques

The second tutorial from the XNA Advanced Techniques series is now available to the public! The tutorial is called Advanced Movement. In the tutorial, you will learn an advanced way to move your sprite using a physics formula and a time component. A diagram has been added to the video to help you understand the formula. Enjoy the tutorial, and stay tuned for more!

Stream the tutorial
Watch the tutorial on YouTube - Will be added soon

Note: Until I finish the series, you will have to put up with the blog postings (sorry!). Once the series is finished, I will begin a nice webpage like the Basic Training series

XNA Advanced Distribution

Advanced Techniques

The first tutorial from the XNA Advanced Techniques series is now available to the public! The tutorial is called Advanced Distribution. In the tutorial, you will learn an advanced way to distribute your game using a built-in feature. Enjoy the tutorial, and stay tuned for more!

Stream the tutorial
Watch the tutorial on YouTube

Note: Until I finish the series, you will have to put up with the blog postings (sorry!). Once the series is finished, I will begin a nice webpage like the Basic Training series

Screen Manager Files

Nearly every one of my future tutorials and projects will have a screen manager. I have already covered how to create a nice screen manager and menu system in both the paddles tutorial and the space shooter tutorial. Therefore, I am providing the very basic files needed to begin a screen system. What is in the zip is the Screen Manager file, which handles every screen and draws them. The Game Screen class is also provided, which is the parent of all screens (whenever you create a new screen, you derive Game Screen).

With this sample out there, I do not need to keep covering this on tutorials. It will make the tutorial time lower, and it will cut out all the unnecessary discussion since you have already heard how to create these. Simply replace NAMESPACE in the file to the namespace of your project and you are good to go!

You are welcome to use these in any of your games and modify them to fit your needs. ScreenManager has a SpriteBatch object and property, but you do not need to use it (you can make a 3D screen system).

Download files here.

How to implement this:
1. Implement a screen which will be derived from game screen. Name it something useful on what the screen will be doing (MenuScreen or PlayScreen for example)

2. At the top of Game1.cs (or whatever you named it if you have changed the name), add
ScreenManager screenManager;

3. Inside the constructor, add at the end:
screenManager = new ScreenManager(this);
Components.Add(screenManager);

4. In the Initialize method, add
screenManager.AddScreen(new ScreenImplementation());
where ScreenImplementation is the name of your implemented screen class.

That is all! The screen manager will take it from there :)
Example of an implemented screen.

No More Subscriber Group

The subscriber group is gone as of today. The only membership options now are premium membership and phoenix membership. You still have the ability to donate and choose content you want (1 content for every $1 you donate).

Premium Membership has been lowered $5 since subscriber is gone. If you were a subscriber, you have been upgraded to premium membership for free. If you have any issues with your account, just let me know and I will sort it out.

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