That’s right. 2 player splitscreen multiplayer is here!
Go download it.
That’s right. 2 player splitscreen multiplayer is here!
Michael Klucher posted the news on the XNA Team Blog.
There is a new XNA community website online now. Check out Creators Club Online.
Please note, you don’t seem to need to own an XBOX 360 or have a Creators Club subscription. It’s free!
There you’ll find:
Oh for more time!
Greetings earthlings.
I’ve just this minute uploaded a new build of “Air Legends”. It’s late, so I won’t blab on about it right now.
Go grab this new release from the Latest Builds page here.
Your feedback is always welcome – via the usual channels.
i.e. Leave a ”comment”.
ENJOY
I have just updated the source Code with some optimizations. (they’ll be incorporated in my next game release soon too)
I haven’t updated the tutorials to reflect these enhancements yet, but the general concept is still the same.
The main changes are these:
The old “tutorial” code is still available in the usual place, but you can get the new optimized version here also. (just scroll down the page further to find the updated version)
The only way to know for sure is to try it, so sorry for the spam.
Here goes… Read the rest of this entry »
Ultrahead has blogged a wee post seeding some discussion on acceptable texture sizes. Already some good info there in the comments, so definitely one to watch.
Lately I’ve been looking at making a proper Installer for “Air Legends”. C# express does not seem to have Installer projects, and I am not a fan of Visual Studio 2005’s installer projects. So I’m currently looking at using Microsoft’s Windows Installer XML (aka. “WiX”).
Shawn Hargreaves helped me solve the problem with my “not ready for public consumption” screenshot feature in “Air Legends”. As it turns out, it actually renders fine on some hardware, but not others. The solution at the moment is not to save in an image format that supports transparency. BMP format works fine. It’ll be fixed in the next release…sometime…when it feels right.
Meanwhile here is my screenshot saving code… Read the rest of this entry »
G’day folks.
A couple of people reported that the last release of “Air Legends” was crashing for them. I’ve just uploaded a new build containing some small tweaks, and one fix that may help. If it doesn’t fix the problems outright, this release may at least assist in diagnosing the mystery problem(s).
e.g.
| <FullScreen>false</FullScreen> |
As always, you can get this new release from the Latest Builds page here.
Contrary to what my wife seems to believe, I can’t actually read minds. So please do let me know if this build crashes for you.
Just so you know… You may have discovered my screenshot functionality (PrintScrn key or controller “Y” button). It is not really ready for public consumption, but I forgot to comment it out. You’ll find the results do not match what you see things on screen. All the alpha blended stuff comes out funny. I’m working on this one.
Greeting earthlings.
I’ve been meaning to do this for a while actually. Ultrahead’s provided me personally a lot of feedback, help & ideas for my own XNA adventures.
Check out his “Do as I say, not as I do …” blog.
He frequently blogs answers to things I haven’t even got round to searching for. But there’s more to it than just XNA stuff. Animation, movies, shameless pimpage of Sharky’s blog!
This one particularly caught my eye…
“TIP: Deploying games to the 360 without sharing source code”
Once again he’s saved me the trouble of actually reading the forums! Now all I need is a 360!!!
Thanks Ultrahead.
Well it ended up being 3 parts instead of 2. (techinical difficulties with Windows Live Writer, and me ranting on too much)
Anyway, blog form is not ideal for tutorials, so eventually I might make pages out of them.
In the meantime I’ve collated links to the 3 parts & the sample code here.

Enjoy!
After some technical difficulties with Windows Live Writer, I think I’m back in action.
So continuing from where I left off in Part 2 (part 1 is here)…
As mentioned earlier it wraps a Collection of BoundingSphere’s. Well actually it contains two Collections of BoundingSpheres.