I know at this point, it is kind of short notice, and I also know that many of you here probably are already aware of this, but I wanted to announce that we’ve organized a month-long game development challenge on my Wikidot site. It has the loose theme of Space Invaders, but if you want to join us and do a different game, we’d still love to have you!
Continue Reading →A few weeks ago, I got a couple of emails from two different people, both of them pointing me in the direction of some steps that would get XNA installed in Visual Studio 2012 or 2013. I should mention that in the past, I’ve followed directions like this without success. I had one time where I spent about 10 hours total mucking around with configuration files and never had anything happen, and another time where I got the XNA extension loaded, but the content project just didn’t work at all. So I’ve just been staying with Visual Studio 2010 for XNA development (while using 2012 and now 2013 for other development).
Continue Reading →I ran into this problem today while trying to do some transparency shader stuff. I run the program (which compiles without error and starts running just fine) and set some breakpoints. But the breakpoints turn from red to white with a red outline, with a warning message that says:
Continue Reading →It has been well over four months since my last update. That is not what was supposed to happen with this. I was supposed to spend the last few days finishing my game. Wrapping up the 100 days. It didn’t happen.
Continue Reading →After months of silence, this blog finally came back to life a few days ago. I promised then that I’d get around to answering some questions about what happened. That’s what this post is going to be about.
Continue Reading →So all day, I’ve been trying to get all of my transformations for my game working correctly. One of the big key things, that I believe I just got up and running, is building a transformation matrix from one basis to another. I thought it would be worth posting that work here. This post kind of combines together a whole slew of ideas that I’ve needed to combine together to get my transformations working, but here it is anyway.
Continue Reading →In case you haven’t guessed yet, I decided to take one more week to make more MonoGame tutorials before getting back to my game. I’m actually starting to get really antsy to get back to it. After dealing with a whole pile of frustration with MonoGame and SharpDX, I’m really looking forward to getting back to a tool that actually works like it’s supposed to.
Continue Reading →Yesterday, I posted about how XNA was being retired. The challenge, then, for those of us who use XNA is to find an alternative that isn’t being retired. This analysis is my take on what many people are suggesting is the right path: C++/DirectX. (I even mentioned this alternative in my original post.)
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It’s now Saturday morning. My frustrations have been growing since about Wednesday, though I’m in a slightly better mood this morning than I have been for a while.
Continue Reading →As I was falling asleep last night, and all day today, I keep thinking about how things are going so far. I’m really frustrated. This is the first time during this experiment that I’ve been frustrated like this.
Continue Reading →Here’s an interesting little dilemma that I ran into today, as I was just randomly thinking about my game.
Continue Reading →I keep asking myself why I’m doing this. I guess when I’m honest with myself, the reason why I’m doing this is just because.
Continue Reading →Right from Day 1, you’ve probably seen my talk about Pomodoro. The Pomodoro Technique is a really simple concept to help you manage your time.
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