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submitted by beefarino beefarino 12 days, 17 hours ago

creators.xna.com — For those of you into XNA and .NET game programming, you may find this interesting: the shader source code for the BasicEffect is now available! read more...

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2
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submitted by DigitalDuffman 13 days, 6 hours ago

krissteele.net — Making an enemy that bounces like a ball around a 2D level, not just bounces at the screen boundries. read more...

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1
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submitted by Mykre 21 days, 11 hours ago

virtualrealm.com.au — For years now we have had the privilege of having the support of David Weller as our Community Manager for all things Managed DirectX and then XNA, but as David had to leave us to pursue other ventures we have been left without a conduit into the Microsoft World. Today the XNA Blog has Introduced the New Community Manager for the XNA Systems. read more...

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2
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submitted by Mykre 22 days, 5 hours ago

virtualrealm.com.au — Kollectiv - A puzzle game written in C# using microsofts XNA Framework. This is an addicting cross between tetris and bejeweled and is playable via mouse, keyboard or gamepad (only on the XBOX 360). read more...

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16
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published 23 days, 10 hours ago, submitted by Lord 25 days, 23 hours ago

jmorrill.hjtcentral.com — The new D3DImage in WPF opens up worlds for WPF. Direct3D content rendered with WPF...it doesn't get any better! The downside is it seems (correct me if I'm wrong) that Microsoft was only targeting unmanaged Direct3D. Yes there is Managed DirectX, but it seems as if MDX is no longer being maintained and it's not so obvious how to get a D3D surface pointer from the API. It really seems MDX has been left in the dust in favor for XNA, which is a very intuitive D3D wrapper. XNA further exacerbates the issue with XNA and WPF. read more...

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1
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submitted by BeRecursive 1 month, 6 days ago

berecursive.com — If you begin from my previous article then you should already have a decent template for what we're about to create, which is auto-movement! We've all played games such as Final Fantasy or Pokemon that have sprites that walk around say, in a circle, or back and forth along a path. Of course, they don't just glide around, they walk like you do when you move. Therefore, in order to create a non-playable character (NPC) that uses the same animation method we do, lets add the ability to create an auto-moving character. read more...

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1
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submitted by BeRecursive 1 month, 20 days ago

berecursive.com — Previously we explored the basics of animating a sprite sheet in XNA, but we only allowed the Sprite Sheet to do literally that, animate. Here we will begin to put our new skills into use by allowing our user to move our sprites in one of four directions (North, South, East, West). read more...

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1
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submitted by BeRecursive 1 month, 21 days ago

berecursive.com — When designing 2D games, many of has have the annoying habit of being born out of the Flash age. We want to be able to have a drawing of something and animate, just like we did in Flash! However, this is obviously not possible in XNA since XNA is not a enriched content creation platform but instead a library for the creation of games. There is, however, an alternative that we might find more familiar, and these are Sprite Sheets. read more...

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1
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submitted by BeRecursive 1 month, 22 days ago

berecursive.com — Often when creating games in 2D you need a sprite to rotate towards another object, whether that be a turret rotating towards an enemy or making something follow your mouse. Regardless of the use of this rotation the principle is the same. In this tutorial I use the basic concept of making something follow the mouse, but the game logic provided should enable you to rotate any sprite towards just about any object on the game screen. read more...

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1
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submitted by BeRecursive 1 month, 22 days ago

berecursive.com — Having just begun programming for XNA I thought I’d begin to share what I’ve been learning. One thing I definitely aim to do which I find lacking in many tutorials is explain the logic behind what I’m doing so it can be easily ported into other languages (such as Flash). For this tutorial I’m going to cover quite an easy feature, which is locking the placement of a sprite to a ’tile-based’ system. This is essentially the mechanism found in most tower defense games for tower placement. read more...

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5
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submitted by Reman 3 months, 29 days ago

code-inside.de — New CTP of XNA Game Studio support now VS 08 and .NET 3.5 read more...

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1
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submitted by fehaar 5 months, 2 days ago

dolittle.com — An easy to use guide for a setting everyone can use until comression of audio becomes a real feature in XNA. read more...

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1
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submitted by Mykre 5 months, 22 days ago

virtualrealm.com.au — On the XNA IRC Channel this morning someone asked a question on how to use the Visual Studio Code snippets. I have been using these snippets for a long time, not normally for XNA but for other applications. But when the question popped up I thought I would put something together for the XNA Development world, in some cases the snippets functions could assist us with code that we seem to type all of the time. read more...

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3
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submitted by brechtkets 6 months, 16 days ago

3dgameprogramming.net — This morning at the Game Developers Conference in San Francisco, Microsoft announced the next step in its Xbox Live and XNA initiative: the Zune will become the third pillar supporting XNA software, with over 1,000 games ready for the device by year end. XNA software developed for the Xbox Live Arcade is now going to be opened to the public. Microsoft showed off an XNA game running on a Zune during a keynote speech presented by vice president John Schappert. A top-scrolling space shooter was shown running on a PC, an Xbox 360, and, lastly, a Zune. In addition, Zune games will be multiplayer: users will be able to play against each other online. Games for the platform will be arriving this year alongside the launch of Xbox Live Community Games. The new XNA-oriented service, Xbox Live Community Games, allows select user-created software to be distributed through Xbox Live, effectively opening user-created games to the masses. Titles will be selected through a democratized game distribution system pulling on the Creator’s Club user base. Members will be able to screen and vote on games, with those reaching a certain level of approval cleared and released to the public. A handful of these games are now available as trials on the Xbox Live Marketplace. Creator’s Club members are paying subscribers who have access to the XNA development platform. Much like the gamercard, a “creator card” will show what games specific creators have built. XNA is a suite of development software which Microsoft introduced in 2006. The suite allows developers to create projects that can easily be translated between the support platforms. Previously only the PC and the Xbox 360 were supported, but the Zune represents Microsoft’s first significant step into the mobile gaming market. read more...

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submitted by brechtkets 6 months, 17 days ago

3dgameprogramming.net — Xbox LIVE Community Games The XNA team is delighted to announce the Xbox LIVE community games, scheduled for launch in the holiday 2008 season, with a beta coming in spring 2008. This offering gives the opportunity to share, peer review, download and play games created by the community, for the community. Read the FAQ for more details, or discuss in the special forum thread. FAQ Link Forum Thread Discussion Link read more...

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18
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published 6 months, 30 days ago, submitted by HoolieMan HoolieMan 7 months, 1 day ago

blogs.msdn.com — Dan Waters has just published a 14 part video cast series on how to build a 3D game, complete with audio, input, and character animation. 2 Hours and 25 Minutes of total content! read more...

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