<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>XNA on Dave Voyles</title><link>https://davevoyles.com/tags/xna/</link><description>Recent content in XNA on Dave Voyles</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Tue, 12 Nov 2013 00:00:00 +0000</lastBuildDate><atom:link href="https://davevoyles.com/tags/xna/index.xml" rel="self" type="application/rss+xml"/><item><title>Former 2d shooter sample, now working as a C++ / DirectX 11 sample</title><link>https://davevoyles.com/posts/former-2d-shooter-sample-now-working-as-a-c-directx-11-sample/</link><pubDate>Tue, 12 Nov 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/former-2d-shooter-sample-now-working-as-a-c-directx-11-sample/</guid><description>&lt;p&gt;Charles Humprey (&lt;a href="https://twitter.com/NemoKrad"&gt;@NemoKrad&lt;/a&gt;) was kind enough to help me get his 2D side scrolling shooter sample working in C++ / DX 11 this morning. &lt;a href="https://randomchaosdx11engine.codeplex.com/SourceControl/latest"&gt;You can find the source code to the project here.&lt;/a&gt; He’s a fellow MVP who has been extremely active in the XNA community, and provided numerous samples in the past. You can find &lt;a href="http://randomchaosdx11adventures.blogspot.co.uk/"&gt;more of his work here.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Requirements:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.microsoft.com/en-gb/download/details.aspx?id=6812"&gt;DirectX SDK (June 2010)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.microsoft.com/visualstudio/eng/products/2013-editions"&gt;Visual Studio 2013&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Windows 7 or 8 should work fine. I use Win 8.0 and he uses Windows 7, and the project works fine on both of our machines. I’m not sure if it is compatible with Visual Studio 2012, but I do not believe so. Regardless, the express version of 2013 is free.&lt;/p&gt;</description></item><item><title>My first XBLIG, Piz-ong, is on the Xbox Live Marketplace this morning!</title><link>https://davevoyles.com/posts/my-first-xblig-piz-ong-is-on-the-xbox-live-marketplace-this-morning/</link><pubDate>Mon, 22 Oct 2012 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/my-first-xblig-piz-ong-is-on-the-xbox-live-marketplace-this-morning/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.wordpress.com/2012/10/22/my-first-xblig-piz-ong-is-on-the-xbox-live-marketplace-this-morning"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2012/10/pizong1.jpg" title="Pizong1"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;So it’s been a long time coming, but my first Xbox Live Indie Game, *Piz-ong,*finally appeared on Xbox Live this morning.&lt;/p&gt;
&lt;p&gt;It took me a few attempts to get it through peer review, and it was always for something silly, like forgetting an “if”statement for the trial mode (which  I later found out from &lt;a href="http://www.twitter.com/jameszilla"&gt;James Silva&lt;/a&gt; that you don’t even need, as the game automatically prompts for the trial to tend after 7 minutes).&lt;/p&gt;</description></item><item><title>I’ve decided to finally release my game</title><link>https://davevoyles.com/posts/ive-decided-to-finally-release-my-game/</link><pubDate>Fri, 13 Jul 2012 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/ive-decided-to-finally-release-my-game/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.wordpress.com/2012/07/13/ive-decided-to-finally-release-my-game/"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2012/07/pong.png" title="Pong"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I’ve decided to finally release my game.&lt;/p&gt;
&lt;p&gt;And by release, I mean submit it to playtesting, take some brief feedback, and then finally place it into peer review. Once it passes that it can be released on XBLIG.  I’m doing this for a few reasons:&lt;/p&gt;
&lt;h4 id="1-learning"&gt;1)  Learning&lt;/h4&gt;
&lt;p&gt;It’s nice to have feedback from other developers in terms of how the game plays and how to make corrections. It’s essentially a pong clone, so I wanted to start simple, as it serves as a way for me to learn both C# and XNA. In that regard it has done its job. I feel as though it’s run its course at the moment and that I can learn more from others developers and players than to continue on as I am.&lt;/p&gt;</description></item><item><title>Dream.Build.Play dev diary 2</title><link>https://davevoyles.com/posts/dream-build-play-dev-diary-2/</link><pubDate>Tue, 01 May 2012 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/dream-build-play-dev-diary-2/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.wordpress.com/2012/05/01/dream-build-play-dev-diary-2/"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2012/05/pong-2012-05-01-06-24-14-40.jpg" title="Pong 2012-05-01 06-24-14-40"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Just placeholder art for now&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; I’ve found the thread where in the App Hub where I got the original idea for the powerups. It is now linked.&lt;/p&gt;
&lt;p&gt;This is part 2 of my Dream.Build.Play journal, where I outline what it’s like to learn the technical side of XNA and C#. You can find my &lt;a href="http://davidvoyles.wordpress.com/2012/04/19/dream-build-play-dev-diary-1/"&gt;first part here.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As I mentioned in my previous posting, a few members of the XNA community have been key in helping me learn the ins and outs along the way. I was looking for a framework to build my game on top of, and in doing so I came across a few which caught my attention, but Oneksoft’s &lt;a href="http://oneksoftlabs.com/kit/"&gt;Basic Starter Kit&lt;/a&gt; really had a lot of features that I was looking for. He frequently updates it, which gives you an added incentive to check out the page often as well. Essentially it is a combination of items from developers within the community, all of which are designed to make the experience of a novice developer easier.&lt;/p&gt;</description></item><item><title>Dream.Build.Play dev diary 1</title><link>https://davevoyles.com/posts/dream-build-play-dev-diary-1/</link><pubDate>Thu, 19 Apr 2012 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/dream-build-play-dev-diary-1/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.files.wordpress.com/2012/04/dreambuildplay2012.png"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2012/04/dreambuildplay2012.png" title="dreambuildplay2012"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I want to chronicle what it’s like to learn how to program. It has always been something that has interested me, and I’m impressed by people who can program. In the game development world programmers are the ones who hold the key to success. A game may be aesthetically pleasing or engross players in a beautiful soundtrack, but those who control how the game actually feels and how it all comes together are the programmers.&lt;/p&gt;</description></item><item><title>Microsoft to host XBLIG / XNA meetup at DBP booth, Thursday March 8th, 5-7pm</title><link>https://davevoyles.com/posts/microsoft-to-host-xblig-xna-meetup-at-dbp-booth-thursday-march-8th-5-7pm/</link><pubDate>Mon, 13 Feb 2012 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/microsoft-to-host-xblig-xna-meetup-at-dbp-booth-thursday-march-8th-5-7pm/</guid><description>&lt;p&gt;A Microsoft representative informed me today that they will be hosting a brief party for all XNA / XBLIG members and fans of the community, similar to last year’s outing. It will occur on Thursday, March 8, from 5-7 pm at the Microsoft Lobby Bar. It’s on the first floor of the North Hall, so you can’t miss it when you walk into GDC. Additionally, the Dream.Build.Play booth will be there too, so it looks like we’ll be able to get our hands on some of those titles and finally speak with the developers in person.&lt;/p&gt;</description></item><item><title>Indie Game Summer Uprising Post-Mortem</title><link>https://davevoyles.com/posts/indie-game-summer-uprising-post-mortem/</link><pubDate>Tue, 13 Sep 2011 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/indie-game-summer-uprising-post-mortem/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.files.wordpress.com/2011/07/summeruprising_pressreleasebanner7_5x2.png"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2011/07/summeruprising_pressreleasebanner7_5x2.png" title="SummerUprising_PressReleaseBanner7_5x2"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This article reflects my thoughts, and not necessarily those of the other team members for the Indie Games Summer Uprising.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; I’ve added the section &lt;em&gt;“6. The Dashboard”&lt;/em&gt;, an intro, as well as numerous grammatical corrections throughout.&lt;/p&gt;
&lt;p&gt;Since its inception, the Xbox Live Indie Games have been considered the red-deaded stepchild of Microsoft’s internet based LIVE platform. Hidden beneath layers of menus and triple-A titles, sales and promotions have never been outstanding for developers, unless you manage to earn a spot on the highly coveted “Top Downloads” section.&lt;/p&gt;</description></item><item><title>GDC 2011</title><link>https://davevoyles.com/posts/gdc-2011/</link><pubDate>Thu, 23 Jun 2011 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/gdc-2011/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.files.wordpress.com/2010/03/gdc_2011.jpg"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2010/03/gdc_2011.jpg?w=300" title="GDC_2011"&gt;&lt;/a&gt;&lt;br&gt;
I’ll be attending my second GDC conference this year. I’ve recently received my press pass as a member of the Armless Octopus. I plan on staying the full week this time, most specifically for the UDK game track. I’m also scheduling an XNA meet up for XNA and Xbox indie developers, so if you’d like to join us, feel free to contact me.&lt;/p&gt;</description></item></channel></rss>