Shot of the Day

 
December 15th, 2008 by John Sedlak

Yes, the console is back and will remain in some form or another. I have been working on integrating new features into FGF as school has started to wind down for the semester. The below shot is of the current build of Foxhorn which includes LAN and Live session creation, search and join through the console (The new build of the GUI library is not ready for testing yet).

Right now I am testing a few features being built into Thrust for the next release including the ability to log and share data between people playing a game on Live. The goal is to abstract the idea of a high scores sharing component to be able to share anything. The next release of Thrust will come with two things to share: high scores and error reports. While high scores will be a liberal thing to hand out, error reports will be setup in a client / server manner where only one server exists and is only connected to when a) it is up and running and b) the client wants to or can (ie the game detects he/she is idle in the menus).

Foxhorn

Versionator Now Available For Vista

 
December 10th, 2008 by John Sedlak

The first public release of the Versionator application is available today for Vista. I am unsure of how the program will run in XP right now because I am using a Glass Extender class to make the entire form glass. I am fairly certain this will result in a runtime error on XP, but have not tested yet. A second version for XP will be released soon if necessary. As usual I have included source code and install files for x86 and x64 machines.


Versionator

Vodka Paper Available

 
December 8th, 2008 by John Sedlak

While Vodka’s initial public release is still a few months away, my senior project related to it has been finished. A part of this project was writing the final paper on the project. The paper covers the design, implementation, problems and future of the Vodka project.

You can download the paper here: Vodka (Final Paper) (71) - 742.94 KB

Vodka is a service based Content Management System / Platform designed with one thing in mind: make a powerful content system that is easy to use.

Bartender

 
December 4th, 2008 by John Sedlak

Screenshot of the day: Bartender is an application I am writing to help manage data in Vodka based software. In the below screenshot I have successfully connected to my Vodka site and downloaded a piece of content. To do this, the application first authenticates a user and then sends off for the content. It is important to note that the membership and content services are separate entities, but the content service relies on the membership service to verify a specific user has rights to do anything.

Bartender

Genetics for Games: Part 1

 
November 10th, 2008 by John Sedlak

One of the biggest features lacking in most small games and even larger games is some form of intelligent computer player. This article series is aimed to get you, the developer, to start thinking outside of the box when it comes to creating your game’s AI players. We will eventually be discussing what a genetic algorithm is as well as neural networks but for now, we need to start with the basics.

Read the rest of this entry »

Blur and Glow

 
November 3rd, 2008 by John Sedlak

Having trouble with your blurring and/or glowing? Well have I got a sample for you! The Blur and Glow Sample (667) shows you how to do both with great results. An Xbox 360 version is included as well and the code is written for the XNA 3.0 Framework.

Blur

Blur and Glow

May His Words Guide You

 
October 31st, 2008 by John Sedlak

As you already know, XNA 3.0 is out and you can now start submitting games to XBLCG for real. Well Nick has made a fantastic post about a feature of the new Xna site. In the post, May The Playtest Be With You, Nick discusses the importance of not clogging the review pipeline with a game that hasn’t been tested by others.

So if you are about to submit a game for review and have not had anyone look at it, be sure to use the playtest feature. If nothing else, give the game to a few friends to try out.

Features of FGF 1.3

 
October 17th, 2008 by John Sedlak

The Focused Games Framework is well on its way to hitting the next version. All libraries in FGF will be updated to reflect this new number (1.3) as it will be a major release. If you have any requests or bug reports, please get them to me as soon as possible. Many thanks to those that have gone out of their way to really test the code. Here are a few things to look forward to in FGF 1.3 (and beyond):

  1. A License

    FGF will be released under an official license. The license will remain fairly loose with a few restrictions put on distribution. For example, you can redistribute the libraries with your game/software but cannot redistribute the libraries as a standalone piece of software.

  2. Refined State Management

    A lot of work has been going into getting all the kinks out of the state system because it is a very large part of Thrust. I am streamlining the Load code to give the end-developer more control over what is happening. I will be releasing some samples that cover this system in detail as well.

  3. Return of the Control

    I have made the decision to start going back to GUI Controls. Although menus have done me well in the past, controls will allow me to truely delegate responsibility. I will be including some basic controls that implement much of the same functionality you see in the GUI library today. The menu system will state in tact, but look for it to be removed in a later release.

  4. Gamer Profiles

    I have spent some time learning about the gamer profile APIs and will be including some classes that help manage user specific data. This will include helper classes for gamer profiles, storage, signing users in and out, et cetera.

  5. A Better XmlProvider

    One of the best unused features of FGF is the XmlProvider class. It is an incredibly powerful and useful Xml serializer / deserializer. I have rebuilt it from the ground up to be even better. Not only that, I have ported it to the Zune and Xbox 360 platforms.

  6. Samples

    I understand that many developers need samples. If you haven’t yet, check out the currently available samples. I will be adding to this list as time goes on.

  7. Clear Error Messages

    One of the things I do worst is trap errors. It is a bad habit that I am attempting to change. Starting with Vodka, FGF will be getting clear cut exceptions, a numbering scheme and an online database of these errors with explanations and possible solutions. Check out FGDN for more.

  8. A Faster Framework

    Last but certainly not least, I have made great strides in the performance of some of the core components of Thrust. This is especially true on the Zune where garbage collections were causing a big problem. I have taken extensive looks at the memory useage and garbage generation on the Zune with Thrust and have solved many of the issues.

If you are still with me, you are wondering what is bringing on most of these changes. As I gear up to release more games that are better (overall) and better suited for Xbox Live Community Games, I need to make sure that my core code works well. The biggest driving factor to most of the new changes is the newest version of Galactic Wars. The following video of Galactic Wars shows the smooth transitions between different UI states. This build of the game is using a post 1.2 build of FGF which makes it a lot easier to support a lot of what you see. My favorite part is how easy it is to handle when all gamers have signed out.

A Closer Look at Profile Management

 
October 16th, 2008 by John Sedlak

Soon after making the decision to get started on Galactic Wars [3] 2.0, I ran into the problem of managing users and their profiles in a way that was not going to limit what I could do with the game. This article gives you a closer look at how I am handling users in the game. Read the rest of this entry »

Galactic Wars (2.0) - Menus

 
October 14th, 2008 by John Sedlak

I am taking a different approach to the menus in the next version of Galactic Wars (formally known as Galactic Wars 3). The previous version (1.3) used a new sliding menu that shifted to seemingly random points on an image and displayed some text for the point. It made sense since Galactic Wars does take place in space (each menu choice was a star in a galaxy). However the graphics required to do this were a big drawback, even on the Zune. This is because you can’t really have a low resolution image and have to make it much larger than the screen to get the sliding effect to look good. Because the game is going to the PC and Xbox 360 platforms, to carry over this idea would require even bigger images. In the end, it just doesn’t make sense.

So the new idea is to keep it sleak and simple. On the PC/360 version the menus will drill down a little differently but the idea is the same.

<a href="http://video.msn.com/video.aspx?vid=eb945ef8-ae67-45a4-bb83-fe3c17657729" target="_new" title="Galactic Wars - New Menus">Video: Galactic Wars - New Menus</a>