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XNA Game engine help and tips | A blog with hints tips and guides to help with using the game engineA blog with hints tips and guides to help with using the game engine
http://gameenginehelp.wordpress.com/
A blog with hints tips and guides to help with using the game engine
http://gameenginehelp.wordpress.com/
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XNA Game engine help and tips | A blog with hints tips and guides to help with using the game engine | gameenginehelp.wordpress.com Reviews
https://gameenginehelp.wordpress.com
A blog with hints tips and guides to help with using the game engine
Getting the new Pre-Loader system ready for use | XNA Game engine help and tips
https://gameenginehelp.wordpress.com/2010/04/13/getting-the-new-pre-loader-system-ready-for-use
XNA Game engine help and tips. April 13, 2010. Getting the new Pre-Loader system ready for use. 8212; Tags: assets. 8212; hurraybanana @ 09:00. Requires Engine4.07 or higher. You can grab a copy of the latest version from the engine development blog. The new pre-load system allows you to load assets (textures) in the background while you display something on screen. This is only really required if you have a load of graphics to load and you get a nice blank screen for a while before the game starts.
Manually loading audio manager assets | XNA Game engine help and tips
https://gameenginehelp.wordpress.com/2010/04/16/manually-loading-audio-manager-assets
XNA Game engine help and tips. April 16, 2010. Manually loading audio manager assets. 8212; Tags: audio manager. 8212; hurraybanana @ 12:46. Requires Engine4.07 or higher. You can grab a copy of the latest version from the engine development blog. In order to load your audio files to the audio manager you need to add code to the LoadContent() subroutine in the Game1.cs module. Protected override void LoadContent(). Load any textures required for loading screen. AudioM.AddSong(ozzy, audio paranoid);.
Simple Fade Out routine | XNA Game engine help and tips
https://gameenginehelp.wordpress.com/2010/04/08/simple-fade-out-routine
XNA Game engine help and tips. April 8, 2010. Simple Fade Out routine. Filed under: Advanced sprite control. 8212; Tags: Events. 8212; hurraybanana @ 14:51. This subroutine implements a timed fade out, that is to say the screen gradually displays an opaque colour over the entire screen. This makes use of a stretched single pixel sprite, but you could define a sprite or TileSheet in order to do something a little more fancy. To see this in action follow this link to my youtube site. If (sColorWash.A =...
Creating a basic Pre-Loader | XNA Game engine help and tips
https://gameenginehelp.wordpress.com/2010/04/13/creating-a-basic-pre-loader
XNA Game engine help and tips. April 13, 2010. Creating a basic Pre-Loader. 8212; Tags: assets. 8212; hurraybanana @ 15:40. The Pre-loader loading textures in the background. Requires Engine4.07 or higher. You can grab a copy of the latest version from the engine development blog. So we can keep all the code required for this pre-load together we should create a new module (call it whatever you like). This module will contain 4 subroutines:. Starts it then runs the loading screen. Takes the loaded textur...
Getting the new Audio Manager ready for use | XNA Game engine help and tips
https://gameenginehelp.wordpress.com/2010/04/15/getting-the-new-audio-manager-ready-for-use
XNA Game engine help and tips. April 15, 2010. Getting the new Audio Manager ready for use. 8212; Tags: assets. 8212; hurraybanana @ 22:14. Requires Engine4.07 or higher. You can grab a copy of the latest version from the engine development blog. I have developed a new audio manager to replace the SoundManager currently used by the engine. Here are some of the reasons for developing a new audio manager. 1) XACT3 doesn’t seem to work on Win 7. 6) You can play different instances of the same sound effect w...
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hurraybananasengines.blogspot.com
Engine Development: March 2010
http://hurraybananasengines.blogspot.com/2010_03_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Sunday, 28 March 2010. Massive update includes, Finished Audio Manager, new PreLoading system, and Multi-threading support for PC and XBOX360 making use of the 4 cores on XBOX360. I still need to put some samples up telling you how to use them. Bugs fixed in this release. Changes in this release. Added - Start(), starts the p...
hurraybananasengines.blogspot.com
Engine Development: November 2010
http://hurraybananasengines.blogspot.com/2010_11_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Monday, 29 November 2010. Engine 5.03 released. Another bug fix release. Bugs fixed in this release. Fixed more animation bugs such as LastFromAndStop and LastFrameAndFirst, there will be more. This fix may break your code, so you may need to switch them over as well! Changes in this release. The structure is as follows:.
hurraybananasengines.blogspot.com
Engine Development: December 2010
http://hurraybananasengines.blogspot.com/2010_12_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Tuesday, 14 December 2010. Engine 5.05 released. Bugs fixed in this release. MouseDistance - added, property which gives you the distance the mouse moved since the last game input. This is required for cursor control in lightgun games. Labels: XNA Engine update. Sunday, 5 December 2010. Another quikc bug fix release.
hurraybananasengines.blogspot.com
Engine Development: Engine 5.16 released
http://hurraybananasengines.blogspot.com/2011/03/engine-516-released.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Friday, 25 March 2011. Engine 5.16 released. Bugs fixed in this release. Changes in this release. EngineManger - added some functionality to viewer position logic. KeyboardBuffer - made some function changes. Menu - added some track additions. Engine Debug output Debug.viewer - added, shows viewer position and mode. Subscribe...
hurraybananasengines.blogspot.com
Engine Development: Engine 5.14 released
http://hurraybananasengines.blogspot.com/2011/03/engine-514-released.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Tuesday, 15 March 2011. Engine 5.14 released. This is the latest update, which has gone through a couple of iterations while I added relevant support structures for tile map collision systems and their associated helper methods. It is not necessary to update to this version of the engine, the change was for a specific purpose.
hurraybananasengines.blogspot.com
Engine Development: Engine 5.17 released
http://hurraybananasengines.blogspot.com/2011/03/engine-517-released.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Monday, 28 March 2011. Engine 5.17 released. Bugs fixed in this release. Changes in this release. Menu - added functionality to allow user control of menu movement along tracks. TrackMenuOffset - added, gives you the offset (spacing) of menu items along the track specified. Labels: XNA Engine update. Game Engine 5.16.
hurraybananasengines.blogspot.com
Engine Development: January 2010
http://hurraybananasengines.blogspot.com/2010_01_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Friday, 22 January 2010. Bugs fixed in this release. EngineManager010 - killed sprites now removed from bins properly upon removal. EventManager005 - Events repeatedly raised using RaisedUntil() now re-initialise. Changes in this release. Added - killPastYStopX, kills a sprite if it goes past top/bottom boundaries and stops s...
hurraybananasengines.blogspot.com
Engine Development: January 2011
http://hurraybananasengines.blogspot.com/2011_01_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Sunday, 23 January 2011. Engine 5.08 released. Converted my old (2 years ago) Space invaders code over to the current engine (two complete revisions of changes). This has found quite a few bugs with some core components. So this update should be considered a serious. Bugs fixed in this release. RemoveThisActiveSoundEffect() -...
hurraybananasengines.blogspot.com
Engine Development: February 2010
http://hurraybananasengines.blogspot.com/2010_02_01_archive.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Thursday, 25 February 2010. It would appear that the XBOX has suffered a bit of a problem. The power supply is reporting a fault when the XBOX is powered up (RED LIGHT COMES ON). This is a pain as I was in the middle of testing Dan Barratt's game with the XBOX, now it's started faulting. Saturday, 20 February 2010. All the sq...
hurraybananasengines.blogspot.com
Engine Development: Game Engine3 buglist
http://hurraybananasengines.blogspot.com/2009/09/game-engine-buglist.html
A collection of information related to the various software libraries I have created to help with coursework at Palmer's College. Click this text to jump to the XNA Engine3 buglist. Tuesday, 15 March 2011. This post will be continually edited so we can keep track of possible bugs and glitches:. Any you think you find should be posted as a comment onto the bottom of this post. I will delete comments as I fix the bugs, all bugs will be listed with the person who found it. Not a bug a mistake by Rhys. Point...
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World Engineer | Gaming and the Process of Building an Ongoing World
Gaming and the Process of Building an Ongoing World. Skip to primary content. Skip to secondary content. Counter Burnout (or How did I Get my Game Back? A good friend , the assistant manager at my place of employment, has cancer and has been in a drug trial to counter the lesions in his brain. This Friday past, he was taken off the trial; because the treatment isn’t working for him anymore. That was the bad news. I promised Russell Newquist. That I would review. Ghost of the Frost Giant King. Newquiest, ...
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Game Engine Gems
GameEngineGems.com — The official website of the Game Engine Gems. Game Engine Gems, Volume 3. Table of Contents and Supplementary Files. Purchase at Amazon.com. Game Engine Gems 3. Adds a third volume to the series with more articles about graphics, rendering, physics, general programming, character control, and artificial intelligence. Game Engine Gems, Volume 2. Table of Contents and Supplementary Files. Purchase at Amazon.com. Game Engine Gems 2. Game Engine Gems, Volume 1. Purchase at Amazon.com.
Game Engine Gems
GameEngineGems.com — The official website of the Game Engine Gems. Game Engine Gems, Volume 3. Table of Contents and Supplementary Files. Purchase at Amazon.com. Game Engine Gems 3. Adds a third volume to the series with more articles about graphics, rendering, physics, general programming, character control, and artificial intelligence. Game Engine Gems, Volume 2. Table of Contents and Supplementary Files. Purchase at Amazon.com. Game Engine Gems 2. Game Engine Gems, Volume 1. Purchase at Amazon.com.
XNA Game engine help and tips | A blog with hints tips and guides to help with using the game engine
XNA Game engine help and tips. April 16, 2010. Adding your audio to the pre-loader’s asset list. 8212; Tags: assets. 8212; hurraybanana @ 16:24. Requires Engine4.08 or higher. You can grab a copy of the latest version from the engine development blog. The preloader can automatically load your audio assets and add them to the audio manager for you. You do this in your SetPreLoadAssets() subroutine located in the module you created for your pre-loader code. Add songs (mp3 and wmv). Asset name, filename.
The Game Engine Podcast
The Game Engine Podcast. Subscribe to The Game Engine Podcast on iTunes. Subscribe to The Game Engine Podcast on Everything Else. With another Ludum Dare just passed, and game jams becoming more and more popular as a way for game developers…. September 23, 2015. Mythbusters proved to us all that you can indeed polish a turd, but just because it's shiny doesn't mean it…. September 16, 2015. Great apologies oh great listeners! August 26, 2015. July 9, 2015. S2E04: A Monstrous Guest. June 25, 2015. For thei...
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