Gambit Sunob over at www.xbox360homebrew.com has just posted a new article about the early beginnings of a project he is calling Schism 2.0! You gotta love the classic approach he is taking... you know... actually planning out this project before jumping right in!!! Hop over and take a look at the "conceptual" drawings and see what he has in mind... he is also looking for ideas so take a look and tell him what you think! Click here...
Andy Fraser has made available the first release of his XGameInput component over on CodePlex. It abstracts user input, allowing simple input handling for the Keyboard, GamePad, or Mouse. The XGameInput project page is located at: http://www.codeplex.com/Wiki/View.aspx?ProjectName=XGameInput
PsyCadelik has released yet another of his XNA/GSE projects, this time a 2D platform game he's calling "Super Stickman". The game plays just like a certain popular 2d platformer starring a famous italian plumber :) The Source Code is included as well for us all to learn from! Head over to http://pages.infinit.net/psycad/xna/superstickman.html and check it out.
JimJams has release the first version of his "Mercury Particle Engine", a completely drag-and-drop particle system component for XNA/GSE over on CodePlex. From the project home page:
Mercury aims to be a powerful, efficient, and yet simple 2D particle engine XNA component that can be plugged into your game with relative ease.
Features
Completely drag & drop, no code required!
Complete control over scale, alpha, rotation and color at all stages of a particles life.
Definable random variation of particle speed & lifespan.
5 emitter shapes - Point, Spray, Circle, Ring & Spiral (more to come!)
Extremely easy to add custom emitter shapes!
The first release includes a simple demo to show some emitter types. The demo was created without writing a single line of code (save for changing the background color)... everything is drag & drop, and editable in the properties pane.
Hanagomi has just posted a new Spanish tutorial over at xna.animered.net... This tutorial, written in Spanish covers the basics of creating a Arkanoid clone! The goals of the tutorial are handling collections, simple collisions, and sound... Check it out...
We have just posted a user submitted game here at XNAResources! This one is a 2D shooter by Benji... of well... bunnies!!! Hop over to our games page and check it out!
Michael Morton over at www.ziggyware.com has just posted an in depth tutorial on how to deal with per pixel collision detection on rotated sprites! This can be a very complex problem to solve and Michael has spent more than a week researching the problem and with some guidance from the community (namely Kukona and Dr^Nick from #XNA of Efnet) he has put together a great tutorial that should help all of us! Checkout the tutorial here...
If anyone out there had trouble downloading Justin O'Dell's Terrain Component over at his blog we are now offering a mirror for Justin... so if you haven't grabbed it yet you can get it from our mirror here... for a description of the component checkout Justin's blog here...
Kinlan has setup a new project over at CodePlex that when completed should give the community a good 2D scrolling component! The project is not yet complete but some of the basic functionality is in place: 2D Camera, Layer Oscilators, and Scrolling and Clipping. If you are interested in the code or helping with the project make sure you checkout this link...
Matt Stum has shared his first XNA Game/Tech Demo on the Microsoft XNA Forums. Called Particle Wars, it is the results of Matt's first experiments with XNA development.
You'll need an XBox 360 controller to get started (unless you modify the code to allow you to hit the space bar like I did!). Matt posts:
Here's my first "game"... well, it's a beta... alpha... okay, it's a "technology demonstrator". I didn't start out to write a game. I just wanted to see if I could load and draw a texture. Now let's make it move. How about bounce off the edge of the screen? Move it with the thumbstick? Encapsulate it in a sprite class? How about a particle? An explosion? Woops, a bug in my explosion code... but the bug made a *really* neat background effect! Now let's shoot projectiles with the other thumbstick a-la Geometry Wars. Let's make THEM explode! And so on and so on and so on...