GAFs Amateur Devs Chronicles

sspeedy said:
wow. what a cool thread. I've been so unmotivated to do this on my own after work, but I know I need to. Had been thinking of learning XNA, maybe this will be encourage me to get on that path again.

Anyone have any screenshots from any XNA games/demos they've created before? That'd be fun to see :D
Here's a shot of my current project.
2jdqkbn.jpg
 
Just a couple of questions regarding XNA...

Is there a way to download the creators club and burn it to a cd for my 360 to install? I don't have my 360 online unfortunately, so I'm a bit stuck.

How easy is it to convert code for windows games into code for 360 games?
 
This is an awesome thread, I'm slowly working on something, but really need to go out this weekend and grab a GOOD C# book. What book should I get if I have plenty of programing experience (granted it is in Java)?
 
FFChris said:
Just a couple of questions regarding XNA...

Is there a way to download the creators club and burn it to a cd for my 360 to install? I don't have my 360 online unfortunately, so I'm a bit stuck.

How easy is it to convert code for windows games into code for 360 games?

IIRC for XNA its code once, compile twice.

In other words you only have to write the code once, then you can either compile out to windows or to xbox 360.

When I worked on Winterbottom for our "xbox" version we used TorqueX. With TorqueX you code it up and then when you're ready to throw it on the 360 you run it through a little converter that converts your solution and some related files into the right format, then you load it up in VS and compile again. Then you transfer it over to the 360 via Cat5.

Transferring it seemed kind of slow to me, I think it got better after the intial transfer but it was still kinda meh. Then again we also had some huge ass sound file and a lot of unused art assets that we were transferring over. I think the whole build was around ~200mb on my laptop with code, sound and art.

Anywho if anyone wants advice on TorqueX and the TorqueX platform starterkit I'm willing to answer questions when I have time.

I also have experience with the Torque Game Engine Advanced, which I think you can put on 360 but not as an amateur but I'd have to double check.

Since people will ask, TorqueX is probably better for you if you're a designer and not a coder as its kind of a bitch to modify too much but the level designer tool it provides is pretty nice (once you learn their stupid system). TGEA is probably more for people with an actual team of coders (or people with a lot of time) as there's just too much to it for one person to handle.

TX for small projects/teams, TGEA if you have a bigger project/more engineers. Our 360 demo for Winterbottom was done with myself, one other sort of engineer, and a technically minded level designer (plus art from the lead designer). So yeah you can do stuff that will impress industry people with the right combo of talent, ideas and art (and personally I think art is what really separates the low end indie games from the better ones).

Durante said:
Well, I'm working on a game (a shmup), but it's not XNA. (But this thread is not limited to that right?)

I'm using Ogre for graphics (it's the most well designed and documented open source C++ library I've ever used) and Lua for game logic/enemy/level/bullet scripting. I'll probably use FMOD or something for sound when it comes to that.

What takes up the bulk of my time currently is content creation, not coding.

I worked on a decent 3D platformer in Ogre in school. You can make some good stuff with it if you know what you're doing. We had a lot of engineers on the project (8-9) plus some really nice custom code written by our instructor (a long time games industry vet). If you want I can post a screen shot or two from it. I don't think I can provide too much of the code though for legal reasons.
 
The Friendly Monster said:
XNA isn't an engine, you can write any engine you like in it.
i was under the assumption that XNA was C# only. my programmers are doing the engine in c++
 
dfyb said:
i was under the assumption that XNA was C# only. my programmers are doing the engine in c++

I'm pretty sure with XNA 2.0 they've opened XNA up to all the .NET languages... Maybe I'm just confused because it works with all versions of VS now...
 
bluemax said:
I'm pretty sure with XNA 2.0 they've opened XNA up to all the .NET languages... Maybe I'm just confused because it works with all versions of VS now...
interesting. i'll probably be looking to port it to XNA in the future if it's not too much trouble -- it's primarily a PC game though. nobody on the team has a 360 yet anyway :P
 
I've been messing around with audio today, decided to use XACT despite its flaws, might change later if I want to add anything particularly weird. I didn't want a beat to be played to the player, rather thinking that the beat and tempo of the game should be dictated by the button pressing.

Since the sound has to be played as the ball strikes a surface without a gap, then only a percussive sound with a short attack would be any good. There's no point having a drumroll to sound in time with a collision. I decided to go for woodblocks for the lines and a marimba for the pistons. I liked the idea of different notes for each collision.

My first idea (which I had in bed last night) was to have the notes be part of the whole tone scale, they're the ones which you have going up and down when entering a dream sequence. They have an ethereal quality, there's no "home" note. This also meant that between levels I could shift the scale by a semitone, to the complementary notes of the previous level. This part worked really nicely, the new notes made you feel a sense of progression. Unfortunately the rest of it sounded like shit. Plus I had no idea what to do for the ending or failing a level.

Usually when I'm playing it I'm listening to music, so my dream idea for the game was to have a tone played (perhaps a woodblock or xylophone) in time with a collision, but also in harmony with the music you are listening to at the moment. I had a scout around on the internet to see if anyone else had written a tool I could nick, but to no avail. I decided that this would have to be shelved for this game. I really love the idea though and hopefully will come back to it some time.

I decided to ditch woodblocks and had another think about percussive sounds. I'm a cello player so the idea of pizzicato came to me. I have a pretty good classical music selection and scoured through it for good pizzicato samples. I eschewed the dark and wonderful dissonances of Bartok for a couple of fantastic orchestra pizzicato hits from Britten's Simple Symphony and three nice chords from a progression in Johann Strauss II's Pizzicato Polka. Messing around a bit I was able to separate the sounds out and make the Britten chord the correct cadence for the Strauss chords. At the moment the sounds cycle randomly between the two chords that weren't played last and the volume of each chord is dependent on the velocity of the ball. I still have the line collisions to consider. I'm quite pleased with the results, although I'm sure I'll get irritated with it soon enough.

Keep posting dudes and dudettes.

TFM.

Jolt 0.1.3

- basic audio added

http://rapidshare.com/files/96046359/Jolt_0_1_3.zip.html
http://gcoope.googlepages.com/Jolt_0_1_3.zip
 
Slavik81 said:
I'm in. I've dabbled with the basics of XNA for quite a while...
My goal is to create a basic 2D platfomer/puzzle game with a level editor. From scratch, of course. I don't want to just copy from the sample code they've provided, in part because I want to throughly understand every aspect of my program. The purpose of crafting it is to learn.

From there, I'd love to learn some 3D stuff and work more with bringing an interesting idea to life.

It would be nice to have a GAF community to consult with. I'm in favor of this thread.

I'm in the same boat. I created a very simple test where I had 2 characters that you could control via both analog sticks (and jump with their respective triggers), and thought it would be cool to make a platformer where you played as two characters simultaneously. Like yourself, I wanted to create the engine myself.

To do that, I'd also have to create an editor (easy in Visual C#) for Windows.

But I have to learn more about 2D engines in general. I've tried scouring the web, but couldn't find any place with all the info in one spot. It almost seems easier making a 3D engine than a 2D one (as far as graphics are concerned, physics are another thing).

My issue is time. I'd LOVE to pursue this, but at this point in my life I have to choose one thing and stick to it to get somewhere, rather than trying everything and making marginal progress in many different areas. Decisions, decisions...
 
m0dus said:
http://www.gamersyde.com/stream_5998_en.html

marching steadily towards completion, of course!
that was freakin awesome!

was that giant bosses name BlimBlim! LOL

The Friendly Monster said:
Here's a shot of my current project.
2jdqkbn.jpg
I played your 0.1.2 and 0.1.3 builds for a good while. It's good stuff, kinda reminds me a little of the incredible machine games.

there were a few occasions I stopped the ball completely and was in desperate need of a reset ball button.


I have recently started dabbling into the realm of XNA. being a complete newcomer to programming I was surprised how easy it really is.
 
pCeSlAyEr said:
I played your 0.1.2 and 0.1.3 builds for a good while. It's good stuff, kinda reminds me a little of the incredible machine games.

there were a few occasions I stopped the ball completely and was in desperate need of a reset ball button.


I have recently started dabbling into the realm of XNA. being a complete newcomer to programming I was surprised how easy it really is.
Thanks a lot, Left Ctrl resets the ball, along with a pretty animation. Not done any work on it today I'm afraid, except added a mute sound button, hehe.
 
Jolt 0.1.4

wbz8eq.gif


Changes

- changed from using XACT to IrrKlang for audio, all audio files now .oggs.
- added individual pizzicato notes for line collisions
- added little visual effects when collisions occur
- option to mute audio added (press M to toggle)
- option to remove visual effects added (press N to toggle)

gcoope.googlepages.com/Jolt_0_1_4.zip


edit: IF YOU ARE GOING TO PLAY MY GAME PLEASE READ THIS:
you can reset the ball with left ctrl
 
I'm working on a game idea... sort of a cross between Mass Effect, Snatcher, and Radical Dreamers. Not going to be working on XNA, though. I plan to use HGE for graphics but I have to find something else for audio, BASS's license is too restrictive if I ever want to sell it independently without paying.

I've been thinking about this idea for almost a year but it's never really gotten off the ground due to work and motivation, plus i'm not much of a writer. Current progress is that i'm working on building a framework with HGE, and it's coming along. Sloooowly coming along...

This thread serves as good motivation.
 
_leech_ said:
I'm working on a game idea... sort of a cross between Mass Effect, Snatcher, and Radical Dreamers. Not going to be working on XNA, though. I plan to use HGE for graphics but I have to find something else for audio, BASS's license is too restrictive if I ever want to sell it independently without paying.

I've been thinking about this idea for almost a year but it's never really gotten off the ground due to work and motivation, plus i'm not much of a writer. Current progress is that i'm working on building a framework with HGE, and it's coming along. Sloooowly coming along...

This thread serves as good motivation.
I don't know of any free to use audio libraries but irrklang is only £100 for a single use license (I'm assuming that you'd be charging less than £15).

Anyway good luck with the project, it sounds like a large undertaking, keep us informed.
 
The Friendly Monster said:
Jolt 0.1.4

wbz8eq.gif


Changes

- changed from using XACT to IrrKlang for audio, all audio files now .oggs.
- added individual pizzicato notes for line collisions
- added little visual effects when collisions occur
- option to mute audio added (press M to toggle)
- option to remove visual effects added (press N to toggle)

gcoope.googlepages.com/Jolt_0_1_4.zip
wow, this is a lot of fun. You can easily ramp up the difficulty too by just simply adding button to make other pumps go in and out :lol
 
rhfb said:
wow, this is a lot of fun. You can easily ramp up the difficulty too by just simply adding button to make other pumps go in and out :lol
That's a fucking fantastic idea. Expert mode. Although I think you'll find the difficulty ramps up quite a bit anyway! Still yet to see anyone do levels 20 or 21.

edit: it might need a bit of extra thought though, like you can only press one set at once, otherwise you'd just press them all.
 
The Friendly Monster said:
I don't know of any free to use audio libraries but irrklang is only £100 for a single use license (I'm assuming that you'd be charging less than £15).

Right now i'm thinking of using the audio portion of SDL.
 
The Friendly Monster said:
That's a fucking fantastic idea. Expert mode. Although I think you'll find the difficulty ramps up quite a bit anyway! Still yet to see anyone do levels 20 or 21.

edit: it might need a bit of extra thought though, like you can only press one set at once, otherwise you'd just press them all.
I only got to 7 and gave up after 15 mins, but I'll try to beat it all later tonight.

But pressing all of the buttons would make the ball not go on the correct path. You have to play it like a piano, certain switches down at certain points, up at other times, ect :lol
 
rhfb said:
I only got to 7 and gave up after 15 mins, but I'll try to beat it all later tonight.

But pressing all of the buttons would make the ball not go on the correct path. You have to play it like a piano, certain switches down at certain points, up at other times, ect :lol
You can skip past a level by pressing + and - to move back if a certain one is annoying you. You get two passes only though.

What I mean is that if I changed the levels at the moment to have two buttons, each controlling different pistons, then you could play exactly the same way as it is, but pressing both down as oppose to just one.

Slavik81 said:
I'm vastly entertained by the new audio portion. It reminds me of the original Ninja Turtles movie...

Are you talking about my game? I've never seen the movie so I don't get the reference, glad you like it though, I'm going to think through how to mix it up a little bit level by level tomorrow.
 
The Friendly Monster said:
Are you talking about my game? I've never seen the movie so I don't get the reference, glad you like it though, I'm going to think through how to mix it up a little bit level by level tomorrow.
Yes. It just reminds me of the string plucking they occasionally used in comical sections. It's an older technique than that, I'm sure, but it was just used to such great effect in the old TMNT movie.

~1:30 http://ca.youtube.com/watch?v=EuNUR5vKMKQ
 
Nice job Gowans and Friendly, you guys got me inspired to get going on a game :D :D

Saturday I was on my own at my Inlaws while my Fiancee and her mom went shopping for bridesmaids dresses, so It was basically "Hey Char, Build TETRIS"

I didn't get the whole thing out, mainly I'm drawing the board, and I have the pieces rotating in the correct manner, and drawing to the right place, and moving around, there are also parts of the line clearing logic in place. I still need to do Collision, but I'm really happy with what's coming together so far. I haven't had this much fun programming since college (all of 2 years ago).

I should have a basic Tetris game by the end of the week, then I'll take a couple of weeks to polish off some of the features to make it actually fun, and add in the necessary Compile directives and input pieces to put it on the 360.

So far I really like the XNA Framework and C# for 2D development. I get frustrated with ASP.net because it tries to do to much for me, then does it wrong, but so far the framework is a bit more "Hands Off." Though I'm sure that will change, and I'll get horribly frustrated right as I'm trying to finish this off :lol
 
electricpirate said:
Nice job Gowans and Friendly, you guys got me inspired to get going on a game :D :D

Saturday I was on my own at my Inlaws while my Fiancee and her mom went shopping for bridesmaids dresses, so It was basically "Hey Char, Build TETRIS"

I didn't get the whole thing out, mainly I'm drawing the board, and I have the pieces rotating in the correct manner, and drawing to the right place, and moving around, there are also parts of the line clearing logic in place. I still need to do Collision, but I'm really happy with what's coming together so far. I haven't had this much fun programming since college (all of 2 years ago).

I should have a basic Tetris game by the end of the week, then I'll take a couple of weeks to polish off some of the features to make it actually fun, and add in the necessary Compile directives and input pieces to put it on the 360.

So far I really like the XNA Framework and C# for 2D development. I get frustrated with ASP.net because it tries to do to much for me, then does it wrong, but so far the framework is a bit more "Hands Off." Though I'm sure that will change, and I'll get horribly frustrated right as I'm trying to finish this off :lol
Sounds cool, how are you planning on doing the visual style?
 
The Friendly Monster said:
I don't know of any free to use audio libraries but irrklang is only £100 for a single use license (I'm assuming that you'd be charging less than £15).

Anyway good luck with the project, it sounds like a large undertaking, keep us informed.

FMOD is free for non commercial use.
 
If someone wants a sound designer or musician, I'm willing to do it for free simply for fun. PM me if you want samples of my work.
 
Jolt 0.1.5

24qmosz.gif


Changes

- remade audio samples from individual pizzicato samples, much less hiss
- key changes between levels
- different cadence for failure
- changed fail/goal logic so you can enter from each side, still needs a little work
- added new levels 8, 13, 20, I hate them all
- minor alterations on levels 2, 3, 11 following feedback
- changed the order of a couple of levels

http://gcoope.googlepages.com/Jolt_0_1_5.zip
 
JavaMava said:
For some one who knows C++, how big is the jump to C#?
It depends how deep you want to get I think. I went from C++ to C# and had very little difficulty, then again I am not coding at a high level. Object oriented programming seems more intuitive to me in C#, most of the changes when starting to work with XNA was with using the XNA libraries though, previously I'd only done algorithm coding.
 
How's about some advice on motivation? I've got a handful of small concepts that I could do in XNA, but for some reason I can't get motivated to actually try coding them. Even figured out much of the logic, made a little bit of art assets, just.... can't be arsed. :/
 
The Friendly Monster said:
It depends how deep you want to get I think. I went from C++ to C# and had very little difficulty, then again I am not coding at a high level. Object oriented programming seems more intuitive to me in C#, most of the changes when starting to work with XNA was with using the XNA libraries though, previously I'd only done algorithm coding.

Before C++ I used to use Turing which is kind of similar to Java, but a bit simpler. I was making side scrollers with tile engines, level editors, simple pattern based AI, all that fun stuff. Then college came and I had to move into C++. It's all string manipulation and math for the last year.

If C#'s got something like load.sprite("sprite.bmp") and draw.sprite(x, y) then thats awesome.
 
JavaMava said:
Before C++ I used to use Turing which is kind of similar to Java, but a bit simpler. I was making side scrollers with tile engines, level editors, simple pattern based AI, all that fun stuff. Then college came and I had to move into C++. It's all string manipulation and math for the last year.

If C#'s got something like load.sprite("sprite.bmp") and draw.sprite(x, y) then thats awesome.
Yeah, not part of C# but the XNA framework. I think you should definitely give XNA a try, you can get something up and running in very little time.

Code:
ballTexture = Content.Load<Texture2D>("ball");

spriteBatch.Draw(ballTexture, ball.position, Color.White);
 
The Friendly Monster said:
C'mon ye bastards! Anyone want to ask any questions about 2D XNA development/my game in particular?
you have any suggestions for books for C#, that would be best for my coming from Java background?
 
Charron said:
How's about some advice on motivation? I've got a handful of small concepts that I could do in XNA, but for some reason I can't get motivated to actually try coding them. Even figured out much of the logic, made a little bit of art assets, just.... can't be arsed. :/
Haha, well my motivation comes from wanting to build a portfolio for jobs.

I think with a lot of things in life it's a matter of the huge initial step of getting started on something. It's more rewarding than I would've thought to see your ideas actually working on screen, I'm a person who usually hates what they draw, compose, etc.

An idea might be to get other people involved. Either by working in a small group on a game or having other people test your stuff, knowing that other people are expectant on your work is a real motivator. This is half of the reason I participate so much in this thread, the other half being that I can get feedback, hopefully having this thread gets a lot of people in your position to start making.

I would certainly like to see game coding competitions on GAF, that'd be a great incentive for a lot of people here I imagine.

In any case best of luck, and start with something simple, you'll never overestimate the length of time you'll spend on finishing a project.
 
The Friendly Monster said:
Haha, well my motivation comes from wanting to build a portfolio for jobs.

I think with a lot of things in life it's a matter of the huge initial step of getting started on something. It's more rewarding than I would've thought to see your ideas actually working on screen, I'm a person who usually hates what they draw, compose, etc.

An idea might be to get other people involved. Either by working in a small group on a game or having other people test your stuff, knowing that other people are expectant on your work is a real motivator. This is half of the reason I participate so much in this thread, the other half being that I can get feedback, hopefully having this thread gets a lot of people in your position to start making.

Well, I want a portfolio for jobs too. In fact, I think I have a co-op all but ready, aside from my lack of portfolio. Hell, I've also got something started- an adventure game engine, in Java, that's making small bits of progress. But even with a friend of mine aware and on board with it (albeit not very enthusiastically), I can't get myself to work on it. I'd rather play Forza 2 and Worms all day. x_x

It's a real problem, I think, and it's a bit bigger than just game-making. I don't even know why I asked since I'm sure even with your best intentions it won't be much help.
 
rhfb said:
you have any suggestions for books for C#, that would be best for my coming from Java background?
I'm afraid I have no experience of using Java, although I hear Java and C# are very similar.

http://en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java

I wouldn't recommend reading books though aside from a reference or on a very specific subject, e.g. physics engines or AI algorithms. I think you learn far faster from playing around and making the errors yourself. I read a book on C# for hours on end, taking little in, before giving up and plunging into XNA. I think for every 5 hours reading I would've been better spending an hour trying to code, this is particularly true given that you'll have a strong grasp of all the terminology and be able to understand the errors well.
 
The Friendly Monster said:
Yeah, not part of C# but the XNA framework. I think you should definitely give XNA a try, you can get something up and running in very little time.

Code:
ballTexture = Content.Load<Texture2D>("ball");

spriteBatch.Draw(ballTexture, ball.position, Color.White);


Now thats awesome. Similar work to get input from a 360 controller?

If so I've got something to start on the weekend.
 
Charron said:
Well, I want a portfolio for jobs too. In fact, I think I have a co-op all but ready, aside from my lack of portfolio. Hell, I've also got something started- an adventure game engine, in Java, that's making small bits of progress. But even with a friend of mine aware and on board with it (albeit not very enthusiastically), I can't get myself to work on it. I'd rather play Forza 2 and Worms all day. x_x
Sounds good, how about posting a bit about your game here, a couple of screenshots perhaps? There might even be someone who wants to get involved with it.
It's a real problem, I think, and it's a bit bigger than just game-making. I don't even know why I asked since I'm sure even with your best intentions it won't be much help.
Well if you have that attitude you aren't going to get anywhere. Everyone gets stuck in ruts sometimes, it's totally normal, but you have to believe you can get out of it.
 
a good trick for getting shit done on your own time is to set up smaller chunks of time to do things, but keep at them.

Your likely going to get burnt out if you sit down for 4 hours a day trying to make a game on your own time. Instead agree to do 20 minutes before noon, 20 minutes after noon of work every day. Even if all you do draw a single frame for a sprite, or fix a minor bug it's still progress and in 3 months you'll be amazed just how much you actually got done.

Also keep it simple.
 
JavaMava said:
Now thats awesome. Similar work to get input from a 360 controller?

If so I've got something to start on the weekend.
Yeah, something like

Code:
if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed)
{
    ball.position.X += 1;
}
will do a nice continuous motion, if you want to register when a button is hit then you store two game pad states, one for the previous call to the update method and one for the current one, then compare to see if a button is pressed this frame but not last frame.


I watched a few of these video tutorials, 6-10 before starting coding. The guy makes a lot of mistakes and isn't the best at explaining stuff, but the videos are high quality and seeing someone go through the basics of the game loop might be worth your time.


Also I was coding with notepad and gpp before switching to Visual Studio. The amount of time I save by not making spelling mistakes, better debugging, automatic completing my words, etc. is astronomical.
 
The Friendly Monster said:
I'm afraid I have no experience of using Java, although I hear Java and C# are very similar.

http://en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java

I wouldn't recommend reading books though aside from a reference or on a very specific subject, e.g. physics engines or AI algorithms. I think you learn far faster from playing around and making the errors yourself. I read a book on C# for hours on end, taking little in, before giving up and plunging into XNA. I think for every 5 hours reading I would've been better spending an hour trying to code, this is particularly true given that you'll have a strong grasp of all the terminology and be able to understand the errors well.
I already have THE AI book, and I know how to code basic physics stuff, I just need a very good reference book that I can go to. I know C# and Java are somewhat similar already :p
 
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