Category: XNA
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Avatar Kart update
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Finally in playtest on Xbox Indie Games, Avatar Kart now has: 8 CPU racers Avatars sit down and actually steer their cars Race restarting Cool loading animation Drift handling improvements Done some optimisation to get the framerate to a steady 60FPS, definitely still much more I could do. The floating point performance on the 360’s…
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XNA QR Codes
I’ve just pieced together a renderer for QR codes that outputs a texture instead of System.Drawing.Image objects (the Xbox .Net Framework version does not have access to the Drawing namespace). I’ll be using this as a way of uploading times on Avatar Kart to my server instead of copying a code which you had to…
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Avatar Kart – now with avatars!
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My Avatar Kart game now has: A skybox An original track a floor for the world Debug and chase cameras A starting countdown I also finally got Avatars in the code (Xbox 360 only so no videos yet). Microsoft has not decided to release the bones for the avatars, so I cannot do custom animations…
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Avatar Kart work in progress
During my down time I’ve been cracking on with XNA and am developing “Avatar Kart” – essentially Super Mario Kart on the SNES with Xbox avatars (we have to wait until XNA Game Studio 3.1 this summer for avatar support). In a couple of days I’ve managed to finish: CPU Car AI Physics and wall…
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Lines EX – rebuilding with XNA 3
My dissertation project saw me making an XNA game (Lines) and website to go with it (edngames.com) which used web services to make essentially a cut down Xbox Live on the PC with rich presence support, automatic high score uploading etc. I feel it was very successful (and the markers agreed) but I didn’t get…