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All hail the finished game!

Well almost... The wife and I have been working together on a project for Halloween called "Halloween Defense".

Help save halloween from the pesky kids in this new tower defense game. From the grave yard of the mummy to the forest of the witch, the halloween monsters are here to help vanquish these horrible kids.


My future in game development.

Sorry I missed last weeks post for Happy Dungeon, I have done Step 3 I just haven't written the post for it yet.

Having said that, I'm not sure about my future with XNA and I'm not the only one. Basically from what I've read because XNA is a wrapper over DiretX 9 Microsoft will not be allowing XNA to have access to the new Metro style interfaces. As a result XNA will only be available as a desktop application. Not a problem on the surface but this means that you can't sell you're XNA game in the new Windows market place. As far as I can tell Microsoft has no intention to move XNA over to DirectX 11.

If XNA has only a limited future on the next windows then I don't think it has a future with me. Now I'm trying to decide what I'm going to do next, as I see it I can move to Unity or give up on windows and make the jump to Linux. After all Visual Studio was the only application keeping me on Windows. I'm stopping all my projects until I decide.

If you have any ideas what Game development platform I should work on next leave a comment, or hit me up on twitter.

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Nick Gravelyn makes Pixel Man 2 Open Source

Last night I saw a tweet from @nickgravelyn saying :-


XNA 4.0 – Tutorial 6 – Spritesheet object

Using a variable per image is fine when you're looking at the XNA samples, but what happens when you're working on a project with 100+ images? One of my projects has over 3 thousand sprites & textures that's a whole lot of variables to keep track of, so I need something that'll make the job as easy as possible.


XNA 4.0 – Tutorial 5 – Manual Blank Texture

Originally posted 2010 - I wanted a way to get around having to include a 5x5 white texture to my content pipeline, and seeing as I use them in every project I start, I looked around and found this code snippet.


XNA 4.0 – Tutorial 4 – SpriteBatch Extended

Originally Posted 2010 - A class that inherits from SpriteBatch that will add a method of writing out strings of text with Xbox controller buttons embedded into the text.

I originally got this code from George Clingerman and his post titled "It's a Control Thing (XNA 3.0 BETA)". I had to hack it about and now it's a SpriteBach Extender, So check it out.


XNA 4.0 – Tutorial 3 – Input from Keyboard.

Originally posted 2009 - Drawing a single sprite on screen with a variable position, and then moving it with the power of your mind, fingers and keyboard. I've updated things to reflect using VS-2010 and XNA 4.0


XNA 4.0 – Tutorial 2 – Sprites

Originally posted 2009 - Drawing a single static sprite on screen, also covered is adding existing files to the content pipeline. I've updated things to reflect using VS-2010 and XNA 4.0


XNA 4.0 – Tutorial 1 – Fonts

Originally posted 2009 - An XNA take on the old “Hello World!” code, nothing too dificult about it but it does cover adding and loading our first bit of content and the first output on screen. I've updated things to reflect using VS-2010 and XNA 4.0


XNA 4.0 – Tutorial 0 – Intro

Originally posted 2009 - A quick run through of the new project code, explaining what gets called when. If you’ve never looked at XNA or are just looking for a beginners explanation of what happens when you run an XNA application this is for you, some C# knowledge assumed. I've updated things to reflect using VS-2010 and XNA 4.0