Archive for November, 2008
While reading through the XNA forums, I noticed this quote. I decided to respond partly because they’re talking about my game, but also because I see two design “philosophies” that I rather disagree with: I was really wanting more to be going on in Bloc, like the different colors doing different things. I’ve done enough [...]
One of the trickier parts of starting out with XNA is figuring out what is called when and by whom and where you can put this or that without breaking something. It’s somewhat confusing at first. So I’m going to try to explain the flow of an XNA game as best I can. I can’t [...]
It was pretty exciting seeing Bloc up on the marketplace last week. To see something you made on the Xbox in a place where, literally, millions of people will be able to download and buy is just crazy. But now we’ve reached a new level. Bloc has gotten press coverage. In a post titeld XNA [...]
Extension methods are a new feature in C# 3.0 that we finally have full use of in our XNA games now that we are using Visual Studio 2008 (or Visual C# 2008 Express). Extension methods are simply static methods that are able to be used to simulate instance methods of any type. Put another way, [...]
Thanks to Zman of The ZBuffer fame, I got some nice hi-res shots of Bloc in the NXE. I’m so thrilled to see something I made on the Xbox marketplace. It’s just amazing and fantastic. Hopefully you all enjoy it as much as I do next Wednesday when the NXE goes public and you can [...]
This post likely won’t be the most eloquent, but as I sit around playing all sorts of games in review and playtesting, as well as thinking of my own, I figured I’d gather my thoughts and write up the things I think are important when making a game for Xbox LIVE Community Games. These are, [...]
One of the tricks of network programming is simply sending all the data you need. Generally this involves one or more calls to a PacketWriter.Write method. For even a small packet you can wind up with three or four of these method calls everywhere you want to send a particular set of data. This quickly [...]