Tag Archives: xna

Cubegasm Source Code Release

Short story made shorter: I’m putting my XNA Action/RTS Cubegasm on hold. My framework isn’t nearly robust enough to make the kind of game I want to make and, since this is strictly a hobby project, I’d rather not have to put all of the gameplay on hold while I flesh out the necessary backbone [...]

Octreegasm

I assumed that it would be in poor form to have every single object in need of collision detection on a frame-by-frame basis to have collision tests performed against every object in the scene aside from itself I figured that now would be the time to add some form of spatial partitioning to my XNA [...]

Putin’s Head Over Alaska

I present Cubegasm progress in the form of a failed rim lighting experiment:

As it turns out, six-sided, twelve-polygon entities don’t look so hot when lit. I also present bullets:

And incredibly uninteresting class diagrams (only parental relationships; no containment ones):

XNA Game Studio

Let’s talk about games and, more to the point, the making of games. I’m going to start a weekly column (here!) sometime next week entitled “Mechanics” where I’ll do my gamer/designer thing by choosing a game that I’ve been playing recently and analyzing a certain mechanic or set of mechanics that, I think, are remarkable [...]

Cubegasm: Designing an Action/RTS

What I’m about to say should come as no surprise to anyone who knows me, has talked to me, or reads my articles: my attention-span is lacking and I like being stimulated or challenged as often as possible. Take my obscene love for the Geometry Wars games; Geometry Wars: Retro Evolved 2 (since that’s what [...]

Cubegasm and XNA!

Cubegasm seems to be my personal Duke Nukem Forever in terms of the number of development platforms it has made a cute little nest in. The project, which I was originally calling Bipolar (since it was about a gigantic manic-depressive, self-abusing, blob that was a weapon of mass destruction if its happiness levels got too [...]

Asplode! v1.2 Release

For this update, my role in Asplode! was absolutely minimal. While I’m in the middle of a mild crunch for The Political Machine 2008 and then away at Rochester, New York for a Paramore concert, Josh was working asininely hard on version 1.2 of Asplode!. As started, my role in this update was purely peripheral [...]