December 13th, 2006 by Sharky

kick it on GameDevKicks.com 

G’day all.

Here’s the deal…

  • You asked for it. At last there are Sound Effects!
  • Also it is all converted for XNA v1.0 that was just released yesterday. No pain at all. Done in 5 minutes.

Go grab the new (& coolest) release from the Latest Builds page here.

My first cut at sound, but I’m actually pretty stoked about how it’s turned out. The crazy perfectionist in me will continue to refine the sounds of course.

I hope you like it. It’s almost feeling like a real game to me (although I have so much more left to do.)

Now remember, your comments, ideas & feedback are always welcome.

Average Rating: 5 out of 5 based on 251 user reviews.

11 Responses to “”

  1. Ultrahead Says:

    Hi Sharky,

    I’m having difficulties to run the exe (all versions). When I try to run the exe everything goes black in a sort of weird loop (until I press ALT+F4).

    My OS is WinXP Pro 64-bit (and yes, my card supports shader model 1,2 and 3). Maybe you are compiling each version targeting “all platforms” and thus, as soon as the exe runs an exeption is infinitely caught since a “bad image format” exception will pop up for 64-bit machines.

    Verify whether you are compiling only to “x86″ (it is the only workaround for this so far). If you are, then I don’t know what else may be happening.

    Anyone else with 64-bit OS is getting similar results?

  2. Jon Schwartz Says:

    Hey Lawrence, XNA dev that you are, thought I’d let you know that I blogged about the XBox.com video from Monday night’s XNA Open House at Microsoft. Also on Wordpress – my name should link to the blog.

  3. Sharky Says:

    Ultrahead, sorry to hear it isn’t working for you. I know it works for some others that have downloaded it. I built it exactly the same as I have done previous releases, except of course this is now an XNA v1.0 game.

    I’m not sure what my build target is, but I have never changed it. X86 sounds familiar though.

    Have any of my previous releases worked for you?

    You have just triggered my memory now though. A long time ago (beta 1?), someone reported problems running my game with XP 64-bit. I’m afraid I forgot to look into that one at the time.

    I’ll make a point of checking it out asap.

  4. Ultrahead Says:

    It’s ok.

    As I could never run any of SAL’s versions, my first guess is that it has to do with the platform settings problems under 64-bit.

    Thus, in order to make sure that any XNA program runs under both kind of Win OS (32 and 64 bit) you must select “x86″ only. To do so, there are 2 very simple methods you may follow. Just read this post for detailed instructions:

    http://amapplease.blogspot.com/2006/09/managed-directx-and-windows-xp-pro-64.html

    After recompiling the assembly, please let me know so I can download & test it again.

    Best regards,
    UH

  5. Sharky Says:

    Thanks. I’ll get onto it.

  6. Ultrahead Says:

    Hi Sharky. Did you manage to target x86 platform only?

  7. Ultrahead Says:

    Hi Sharky. Any news? Cannot wait to test the game. The screenshots are catchy … ;)

  8. Sharky Says:

    Hi Ultrahead. Well I’ve finally had a chance to check my build options and it already is targeting x86. In fact x86 seems to be the only option I have to choose from anyway.

    I’ll keep studying the link you sent, but in the meantime I’ve sent you an email with a screenshot.

  9. Ultrahead Says:

    I’ve just seen the screenshot. Then the platform settings seem not to be the problem. I’ll try to record a small video so that you see what happens.

  10. Xtramalt Says:

    Sharky, have you got any plans/or are you working on an Xbox 360 version?

  11. Sharky Says:

    Hi Xtramalt.

    I’d love to see it running on a 360, and actually it’s probably more suited as a console game anyway.

    However, I don’t actually own a 360, so it’s not going to happen in the short term.

    Also, there’s a possibility I could go commercial with some form of this game one day – when it’s actually complete. So I think I’d rather wait until XNA v.Next when hopefully it’ll be possible to distribute without giving away all the source code. When that happens it’ll be an awesome way of sharing the work-in-progress builds/demos.

Leave a Reply