Archive for February, 2010
Well that didn’t take long.
I’ve already updated my MP3 plugin to use a new Silverlight player. I found a pretty nice one on CodePlex that I went ahead and modified a bit. First I took in parameters for the URL and title from the HTML rather than hardcoding (so I can reuse a [...]
Since I’m hoping to do more music, I decided to make myself a nice plugin for my audio embedding/linking. Partly because I can type less in each post, but also so I can change that plugin and know that every post with embedded audio will update to look and act the same. So if I [...]
Today I decided to try out the demo of ACID Music Studio since I really want to get back into making music. I miss GarageBand, but given that I don’t have a Mac, that’s not really an option. Thankfully ACID seems to not be much harder to learn and seems to be an overall superior [...]
Today I checked in the first update to Sprite Sheet Packer in a few months. Inspired by a discussion post I somehow didn’t see for a few months and my own realization of the usefulness, I extracted the build process of the tool into a command line application and made the UI tool simply a [...]
A number of the built in types you load through ContentManager in XNA have a Name property. Most (all?) don’t actually set this at any point; it’s just there for you to use. I like to use these names for various things and I’m sick of setting them all manually. So I started out to [...]
I like my little Paint.NET plugin. It’s nifty. But honestly it’s a pain sometimes to rename a file to .agif, open Paint.NET, open the file, and then get what I want. It’s ok for saving, but for loading it’s just a pain. It also leverages this NGif library that I’m learning isn’t really needed at [...]
Since my last update to my exception handling code that showed how to handle using GamerServices in the exception game after the first game uses it, I’ve found out a much, much better way to handle this scenario. The key here: don’t use the GamerServicesComponent.
The GamerServicesComponent is a very minimal wrapper on top of the [...]
For my new game, I still am sticking with a retro feel of blowing up sprites 4x their original size to give them that blocky look. However, unlike Pixel Man where I did this as a “post process” by rendering the whole game tiny and scaling that up, I want to scale up each sprite [...]
