MonoGameSamples 20ee XNA Redistributables. View code. Getting Started If you are new to the archive and want to get started with the sample here.
Check out the Getting Started page on the wiki This will tell you what you need to know to open the XNA projects that haven't been converted yet in this archive The archive is now complete and all but two samples can be found here, next step MonoGaming the samples where applicable. I've downloaded and will source a difference host for the sample files If you have comments or suggestions for the archive, please let me know on twitter SimonDarksideJ or on this site.
Ziggyware Archive Ziggyware was a massive tutorial site back in the day and the place developers went to go to get their daily feed of interesting stuff. About The Education library from the Xbox Live Indie games repository, valuable for MonoGame Developers for advanced samples Topics xna game-development samples monogame xna-game-studio monogame-framework education-library.
MIT License. Releases No releases published. Sponsor this project. Packages 0 No packages published. We also are going to display the name of the animation our personal avatar will be doing so we added the font. Now we can add the following logic to our Update method You can substitute your own input handler code : PlayerIndex playerIndex; if input.
WasPressed null , Buttons. A, Keys. B, Keys. Update gameTime. ElapsedGameTime, true ; We check to see if the user pressed the A button.
If so, we generate a brand new random avatar. If they press B then we increment the currentAnimation value, reseting to zero if we get to the end of the enum values. GetValues so we will simply convert to an integer to iterate through them. We then change the animation playing in our personal avatar to our new value.
We then call update on the random avatar, passing in the elaspsed time and true which means we want to loop this animation. If the personal avatar hasn't been created yet, then we grab the first signed in gamer this could definitely be more robust and pass in the gamer's Avatar description to the AvatarRenderer.
We also initialize the animation for the personal avatar. Finally we call update on the personal avatar also telling it to loop. All of this is fine, but we haven't actually drawn anything to the screen. We can correct that now by adding the following code to the Draw method: avatarRenderer. CreateRotationY MathHelper. ToRadians CreateScale 10 ; avatarRenderer.
Projection; avatarRenderer. View; avatarRenderer. Draw avatarAnimation. Xin will be available for use anywhere within game as long as there is a using statement for the namespace and a reference to the Xin project in the project. There is a version of Xin for the Zune and Zune HD in the works but they will need to be tested as I have neither, they are being worked on by a partner.
When XNA 4. Jamie McMahon Proud member of Dream. Posted by Jamie McMahon No comments:. Monday, March 29, Updates. Wow, it has been a really busy month for me. I haven't had much time to devote to tutorials but I have been working with XNA. I finished an entry to a game programming challenge at Game Institute and it did win but noone else was able to finish their game in time. It is pretty much finished. I'm just working on the documentation that goes with Xin and creating a demo program to go with Xin as well.
I have just added the next tutorial in my XNA role playing game tutorial series to my web site! In this tutorial I continued on with the player being able to pick up items off the map. I created a new screen to display the contents of a chest.
At the moment there is only gold in the chest but soon there will be the ability to be items as well. I hope to have another tutorial in my XNA role playing game series finished in the very near future!
Wednesday, February 10, Was pretty busy today. I spent most of this evening working on the new tutorial in my XNA role playing game tutorial series. I was able to get all that I wanted to accomplish with code done tonight. I should have the writing finished tomorrow for sure. What I have now is that when the player touches a chest a pop up appears letting the player know that they have found treasure and it lets them know that they have found a random amount of gold.
Placing actual items into the chests will be a little harder to accomplish. I will have to add a few classes to the game to handle inventory. I will also have to create the actual items that will go into the game.
This is a rather complex process but I will take it one step at a time. In case you are interested, this is a screen shot of what I have working now. Tuesday, February 9, 2 new XNA tutorials!
Well, I added the two new XNA tutorials to my web site on the 9th. I say the 9th because by the time I'm done writing this entry it will probably be the 10th for me. I mentioned on my site, and probably here, that I had two tutorials on creating a screen management system with XNA to add to my screen manager tutorial series. In the first tutorial I added in support for an Xbox controller, in the second tutorial I showed how to create a pop up screen.
You can find the links to the tutorials on the XNA Tutorials page of my web site.
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