Archive for December, 2009

It’s been a pretty sweet ride but as of January 11, 2010 I will no longer be a Microsoft MVP. It’s been a great couple of years but I’m moving on to bigger and better things. I have accepted a position as an Software Development Engineer in Test (SDET) on the XNA team at Microsoft [...]

Thursday, December 31st, 2009 at 13:57 | 7 comments

The more I work with these two classes, the more I find needs improvements. Today I decided to address a few issues:
Issue: All Interpolators and all Timers went into one big bucket (per type). This made it hard or impossible to conditionally update certain interpolators or timers. For example, perhaps your game screen is interpolating [...]

Wednesday, December 30th, 2009 at 11:27 | 2 comments

We’ll call this the 0.1 release of my animation plugin. Basically the goals of the plugin are:

Load an animated GIF file and lay out the frames in a horizontal strip.
Take an image and create an animated GIF file assuming frames laid out in a horizontal strip.

This is partly for creating animated GIFs but is mostly [...]

Sunday, December 13th, 2009 at 23:07 | 2 comments

Since I use Paint.NET for all my art stuff, I decided to start learning how to develop plugins so I can make my life a little easier. I hope to create some fun plugins for saving out animated GIFs and such, but for now I’m starting smaller. After reading all of Shawn’s posts on premultiplied [...]

Sunday, December 13th, 2009 at 12:56 | 8 comments

I finally got around to taking some of the advice and ideas from my last attempt at making a running animation and worked a bit on my guy. Here’s where I’m at now. The image is scaled up 800% running at 5 frames per second (in a real game it’d probably be 10 frames per [...]

Saturday, December 12th, 2009 at 17:28 | 3 comments
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