The long road back
Since I am a glutton for punishment, before and shortly after working on the WP7 app for work, I got involved with a talented developer in Auz called Chris Hughes.
Since I am a glutton for punishment, before and shortly after working on the WP7 app for work, I got involved with a talented developer in Auz called Chris Hughes.
Now this was an unexpected surprise since I should still be wo deep rehearsing for my webcast next week (already?), but I’ll get back to that.
Welcome to the conclusion of the original DigiPen tutorial, although fear not, this wont be the end of the series as we still have lots more to do.
Finally we get something more than just looking at a quite screen blinking images on and off. For this section we look to excite our ears and bring in the sound. We will also look to adding some managed test to the screen to give our actions meaning.
Apologies, had to split the post do to some technical issues on teh XNA-UK site, were working hard to resolve that but fo rnow, here is the continuation of the Intermission 10 post.
2in the last intermission before getting back to the series we’re going to stay with the windows phone for now (the next part of the tutorial will start on the PW7 and then we will add the updates back to windows / XBOX, lets hope you can keep up)
Marty you gotta see this…. (whoops, back to the tutorial)
The title reflects that odd moment when you have added some new content to your project, you have been meticulous and double checked everything, it should be OK. But it is not.
Well it seems this week is full of surprises.
I am always on the look out for new ideas and ways forward and what we have implemented so far is only one solution to implementing particle effects.
2D,XNA,Game DevelopmentIn the last post we set the groundwork with the particle system itself. Now we can move on to making use of this and adding / customising our effects.
I was going to do this as two separate articles, but after a refresh trawl at what is already our there and available I have decided to put them together. We do not need anything overly complex at this stage of the game, although I will point out some of the areas where you could go further (and point you in the right direction).