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  • Re: Share your press releases

    Here's the press release I sent out for Aesop's Garden: ===================================================== EXCALIBUR STUDIOS' AESOP'S GARDEN TAKES PULLING WEEDS TO THE NEXT LEVEL New Block-Pushing Puzzler Offers Brain-Spraining Challenges TWIN FALLS, Idaho, Nov. 17, 2009 -- Today marks the first ...
  • Re: XNA 7 Day

    [quote user="Nick Gravelyn"]That does raise an interesting question. What kinds of themes do people want? There are things like content themes such as caves or windows that give a required element in the game, technical themes like the two button challenge, and artistic themes like restricting you to only displaying letters. Are they all ...
    Posted to General (Forum) by Excalibur Studios on 11/14/2009
  • Re: XNA 7 Day

    #4, in my case. I had a couple of ideas I wanted to explore for it, but I've been getting ready for a new job this week, I installed Windows 7 a couple days ago, and I'll be out of town this weekend, so... pretty much no programming time :(
    Posted to General (Forum) by Excalibur Studios on 11/14/2009
  • Re: If an MU is pulled out, do we HAVE to tell the player that its been pulled out?

    Doesn't seem like a fail to me either, although my game does put a blinky MU icon in the corner of the screen when the MU is pulled. (The lousy part about this is that plugging the MU back in doesn't count as being the *same* MU, so .IsConnected will remain false until you throw up another storage selection prompt.)
    Posted to General (Forum) by Excalibur Studios on 11/4/2009
  • Re: XNA 7 Day

    Thanks. I think with a little more fleshing-out (and graphical/musical refinement) I could probably make it an XBLIG release. :)
    Posted to General (Forum) by Excalibur Studios on 10/31/2009
  • Re: XNA 7 Day

    Well, mine's done. I call it JetTrek. Play with the X and C keys. It's a 2-button game, I'm sure a tutorial would be complete overkill :) All art, sound/music, and game code assets were made in under 5 days. The game engine I used is flixel, which I've been porting from Flash to XNA (and plan to release once I get the port ...
    Posted to General (Forum) by Excalibur Studios on 10/29/2009
  • Re: XNA chat going strong after announcement on Ziggyware

    That's cool :) Unfortunately I haven't been able to get in for a few weeks (at work, at least)... kicks me back out immediately with an "invalid IP" error. Some kind of compatibility issue with our proxy, I imagine.
    Posted to General (Forum) by Excalibur Studios on 10/27/2009
  • Re: XNA 7 Day

    My entry is going pretty well so far. I'm going for arcade-style action, myself. Don't know that the idea is terribly original but hey, gotta start somewhere :)
    Posted to General (Forum) by Excalibur Studios on 10/27/2009
  • Re: Font is displayed incorrectly in XNA - How do I remove extra red lines?

    Yes, SpriteBatch automatically applies antialiasing to scaled sprites. Fortunately the fix is pretty easy... after your spriteBatch.begin, but before you draw anything, you need to adjust your texture filters: ...
    Posted to General (Forum) by Excalibur Studios on 10/18/2009
  • Re: Is making a trailer even worth it?

    Personally I wouldn't want to release a game without a trailer. If you hope to get any sort of press attention at all, a trailer is a great way for gaming blogs to show off your creation. If you don't hope to get any sort of press attention, well... why try to sell your game at all :) My trailers haven't gotten a ton of ...
    Posted to General (Forum) by Excalibur Studios on 10/16/2009
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