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skullz My first xna Game

Last post 04-06-2008 12:34 AM by Akai kaze. 5 replies.
  • 04-04-2008 5:56 AM

    skullz My first xna Game

    I don't know what happened but I cound't post it yesterday I'm sorry for the mod if there is two tread with the same subject.


    've been working on xna for just a couple of month and I just started a real game project but a small one. One level, basic gameplay and AI.

    It's more a learning game.

    The game still at the first phase of developpement so I don't have any demo just artwork and sceenshots of the environnement. The game is a classical tps, an hide and seek between the player and a sort of milice.



    an artwork of the main character



    some random screen of the environment.
























    I've been working now for three weeks ( two programming and one modelling ) and I hope having a demo at least for the end of April.

    For th AI I'm building a simple astar code. the game will use jiglib for the collision detection and some physics effect. I'm planning to had vehicle but I don't think I'll use jiglib car for it.

    I still stuck with hlsl problem ( I just don't really get it ) but all the effect ( bump mapping and shadow on the screen) are baked . So the bump won't change in game.




    cheers
  • 04-04-2008 9:22 AM In reply to

    Re: skullz My first xna Game

    Pardon my ignorance but whats a TPS? (throttle position sensor?!)

    I love the artwork and what you have so far. I love the textures and environment!

    Why not use JigLib for vehicles? Theres a bug with high speeds but I found that if you weigh the car down and make up for it with acceleration, its not so bad for basic car stuff.
    I love CornFlower blue!
  • 04-04-2008 9:39 AM In reply to

    Re: skullz My first xna Game

    Tps means a third person shooter, metal gear or splinter cell for the references ( I'm not planning to do the next mgs)

    Why I don't use jiglibX for vehicle ? Just because I don't fell confident with this engine. The doc is missing and I just made some boxe collide with the environnement.
    So I prefer to stuck with something a perfectly know instead of trying feature I don't understand and spend hours debugging. 

    By the way someone know how to add a controller in jiglibX ? The quicktart is a bit vague about it.


    thanks for your crits


  • 04-04-2008 10:26 AM In reply to

    Re: skullz My first xna Game

    Yea I saw your postings. I have no idea about controllers in it.

    I'm working on full vehicle physics as we speak. I think I'm going to wind up rewriting the whole physics of the cars minus collisions. The collisions dont seem so bad to me.
    I love CornFlower blue!
  • 04-05-2008 2:40 PM In reply to

    Re: skullz My first xna Game

    I like the wall textures, where did you find those?

    And the lighting looks very good, too.

  • 04-06-2008 12:34 AM In reply to

    Re: skullz My first xna Game

    I found most of my texture on mayang and I modified them on photoshop. The lightning is not a realtime one, I baked it.

    thanks for looking
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