Using the Game State Management Sample

February 4th, 2008 by nazeeh 56 comments »

Today we will talk about the next step in my project “Odyssey” game series. We have already talked about why we need to design a game, and then I attempted to design my own game which I call “Odyssey”. Now that we know what we’re trying to build, it’s time to prepare our “workbench” with the tools we need! One of the coolest samples we have released is the Game State Management sample. This sample gives you a working template you can use to create game menus, options, pop up messages, etc. I will be using this sample in project “Odyssey” to handle all the menus and game options. Trust me, this is saving me a whole lot of time! Let’s see how this sample works. Read more...

Team Interview: Stephen Styrchak

February 3rd, 2008 by nazeeh 2 comments »

For today’s team member interview, I am very happy to give you guys Stephen Styrchak! When it comes to Visual Studio, no one on the team knows half as much as Stephen does. I mean, this dude REALLY knows Visual Studio inside out. I asked Stephen if he would agree to being interviewed for my series, he very kindly agreed and got back to me with the answers pretty quickly. I hope you all enjoy reading the interview as much as I did! Without futher ado: I give you Stephen Styrchak! Read more...

Team Interview: Yuichi Ito

January 30th, 2008 by nazeeh 14 comments »

So this is something that I’ve been wanting to do for a while and just got around to getting it done now. XNA Game Studio has been brought to you guys by one of the hardest working and most dedicated teams I have ever had the honor of being a part of. You already know some of the team members through the forums and such, but it’s time you really get to know them! With that said, I want to kick off the “Team Interviews” series! I ask questions, a team member answers them, and I publish the interview here for you to read. I am delighted to start this series with one of our framework developers: Yuichi Ito Read more...

Project "Odyssey", The Design

January 29th, 2008 by nazeeh 5 comments »

imageAs promised in my previous post, today I’ll try to take a stab at designing my own game. I told you  how important the game design process is and how you should know all that there is to know about your game before writing any code. Well, turns out that it’s not a very easy thing to do! I spent a few days brainstorming in my head and trying to come up with what I wanted to do. Finally, I got a good grasp on the major game mechanics I wanted to do and started to dig deeper and find more ideas. Here’s what I’ve come up with so far. Read more...

Game Design: Let’s make a game!!

January 23rd, 2008 by nazeeh 9 comments »

This is the first post in my “Building a game” series! The aim of this series is to walk through building a game from scratch and try to include as much of the thought process involved as possible. So how about you grab yourself something to drink and let’s sit and chat about game design! Read more...

Dude…where’d you go?!

January 15th, 2008 by nazeeh 6 comments »

Some of you may be asking… where did I go? Why no new posts? Or…maybe you’re not asking that, but I’ll go with my first thought! I am still here totally alive and kicking. Got back to work from the holidays and been kind of busy ever since. That doesn’t mean that I forgot about my blog though. Now that we’ve been through enough basics to qualify us to write a game, I’ve been thinking of one to blog about. Here’s what I am thinking about… Read more...

WinTabber: Sheer Brilliance!

January 4th, 2008 by nazeeh No comments »

This is a quick post for something that I just had to share with everyone. I can’t believe I haven’t come across this BRILLIANT utility until now! Trust me, I look for stuff like that all the time yet still managed to miss it. Allow me to introduce to you: WinTabber! So…what is this thing? Read more...

When Things Collide, We Detect!

January 2nd, 2008 by nazeeh 6 comments »

Starting off 2008 with some collision detection! Now that we’ve slowly learned how to work with XNA framework, we’re getting very close to knowing most of what we need to build an actual playable – and maybe even a fun – game. Let’s get right to it then: What is collision detection? Read more...

Happy Holidays Everyone!

December 24th, 2007 by nazeeh No comments »

Just wanted to make a quick post wishing everyone Happy Holidays and Happy New Year! I hope everyone is having a great time celeberating! More tutorials coming your way soon :) In the meantime, enjoy the holidays! Read more...

Time for Input!

December 19th, 2007 by nazeeh 9 comments »

Now that we have learned how to render basic 2D textures and can actually start making a game, we probably should talk about how Input works in a game. Unless your game is one where the player has to sit there and just stare at it (at which point you’re probably attempting a hypnosis game for some disturbing reason… do let me know if you got a working version though), you want to have them actually control something in it. So how does Input work in XNA Game Framework? Turns out that it’s pretty simple actually. Let’s talk Input! Read more...