Orange Game by ZPX


ZPX (the portuguese company I work for) has just released an iPhone game.

Orange Game has simple but quite addictive gameplay mechanics, accompanied by a peculiar original soundtrack.

Go to the AppStore and try it out!

Windows Phone 7 Hardware Foundation

In case you missed it, the WP7 devices have a minimum required hardware platform which is exciting for us game developers:















Too bad XNA won't have custom shaders for the WP7 from the start, but that's just a matter of time.

XNA 4.0 CTP and Windows Phone Dev Tools Out!!!

Hello Everyone, 

Todays at MIX'10 Microsoft Announced the availability of Windows Phone Developer Tools CTP. 

If you did not download it yet, do it now @ http://developer.windowsphone.com/

You can read some stuff and get some links in follow sites:

http://blogs.msdn.com/astebner/archive/2010/03/15/9978994.aspx

http://blogs.msdn.com/shawnhar/

Download Visual Studio 2010 RC here: http://msdn.microsoft.com/en-us/vstudio/dd582936.aspx

BTW, I made some tests using touch capabilities and some sprites:p

Look:





Stay Tunned!


Update and RTS new Game: Mall-a-Palooza

Hello everyone,

For those who are waiting for AsyncResourceManager sample, I'm sorry about my late, but Microsoft Portugal made a challenge for every XNA developers and I'm finishing my entry, because of it I didn't finish the sample yet. But I will:) It is almost done, Its missing only the test and dump, to assure that everything is in right place.

But the main reason why I'm posting today, its because the company where I'm working (RTS), is lunching a new game today, it is a casual game, but I'd like that everyone try it, please download the demo:)

http://www.iwin.com/games/mall-a-palooza

If you like it, please leave a review in iWin website:)

Thank you

Back to Cool Stuff:D

Hello Everyone,

here we are back to really cool stuff. First of all, we are starting our new engine, we have a current code name: Unleashed Engine 2D. As you can see by name, it is 2D, but this doesn't mean that we are rendering only in 2D, but it is directed for 2D gameplay.

We are planning a some nice features, but for now, the coolest is an editor with real-time intercession.
More Desired Features:
- Avatar Support
- Generic Physics Wrapper (until now, it is wrapping the basic functions of Box2D and Farseer)
- Cool pre-created cams
- Post Processing in a easy way
- Animated Sprites and an Editor
- And some others that will appear:P

We are only in beginning, but experimental version is almost done and we will make a stupid demo to test it and of course, it will appear right here.

Another thing that I'm doing and that will be posted in next days/weeks, is an Async Resource Manager! What is it? It is a simple extension to ContentManager. If you already played Halo, you probably have noticed that mid-level loadings are very fast and silent. So I want this kind of loading in my games and this resource manager open this doors for me (I think).
I did it in this weekend and preliminary results are very good.

But, what it does?
- First you need to subdivide yours assets in groups. (Levels, Checkpoints or other else division, you probably think that is fine for you)
- You subdivide that groups using requests. A request is a List of assets ID, Path and Type.
-When you create some group, you want to pass a Callback to be called when manager finish the loading of that group.
- Finally when you think that you will need some resources soon, you call GetResource(name). Manager loads the resource in another thread and callback your application when finishes. So in meantime, the player can continue playing or if it reaches the point where you need to swap resources, you can present a little loading screen, while manager do not finish its work.
- And Yes, you can and you must call Unload(group) or Unload(resourceName) when you think that is desirable.

I'm preparing the sample and fix some minor bugs:) I'll post the source as soon as possible.

Stay tuned

Merry Christmas and a Happy New Year

Hello Everyone!

Why didn't we post anything in almost 3 months? Because we are very busy with our projects and working on a prototype that we need to finish before sharing some news.

But we are making new components for our projects and we will publish them soon. We are also working on a 2D version of our engine, to allow a quick and easy 2D game development.

If someone has some idea for a tutorial or sample that we can do, mail us:D

Stay tuned for new updates, as we will try to post more often.

Merry Christmas and a Happy New Year for everyone!!

Console Component Updated [AGAIN]




ChangeLog:

04-10-09
----------------
- Scroll Down and Up is now supported (Up/Down arrow on PC and DpadUp/DpadDown on Xbox)
- Added a Solution to Xbox360 and now it supports Xbox built-in OnScreenKeyboard
-Press Back+Start to Show Console
-Press A to open onScreen Keyboard
-Some bugs appear in xbox version
- Project was upgraded to XNA 3.1

28-08-09
-----------------
- System Rewritten now commands are added dynamically via Action Delegates
- Added Support for numeric keys, minus and comma
- Added support for help messages
- Added a WriteLine method to write in console, even in command action

15-03-09
-----------------
- XNA 3.0 Support
- Console fits to Window Resize Events

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