Aug 2015 - Just finished a Bloom effect / shader spaceship game tutorial for MonoGame.
June 2015 - I've just released MeoMotion Animator (alpha). It's a simple distortable vector/skeleton 2D
animator including runtime source code for integrating animations into your game (also with tutorials)
I've completed runtimes for: MonoGame - XNA - DirectX11 - SharpDX - SDL2 - OpenGL
Nov 2014 - Added a nice TileMap Editor Tutorial for XNA (or Monogame).
October 2014 - Added a Lens Flare and Lighting Tutorial (with chroma) and Part 2 with Lens Flare Occlusion Fading.
October 2014 - Just added a nifty Dynamic Grass Tutorial in the Game Design section. The source
code is c# XNA but easily applied to other development environments.
This grass will move
in response to a player running through it - it looks great. (^-^)
October 2014 - Just a recent screenshot in which I test some dynamic lights with hanging
lanterns (verlet integration). The light technique is actually simple but looks good if done right.
Sept 2014 - Encountered some delays in the last year but I'm back on track again.
Here's a screenshot of a scene using additive blending and some extra shaders:
I note that the game now uses my own quadbatching system which runs fairly close to
same speed as spritebatch except with greater functionality. Added I've included dynamic per vertex color
lighting, quad distortions, quad-fonts(fast!), efficient effects management, self-optimizing video ram use,
and the bonus of being able to treat the scene as 3D or orthogonal. Sprites intially assume to use the
center of sourceRect for rotation pivot but behavior can be flagged to act either similar or exactly like
spritebatch. The 3D projection automatically adjusts default depth so that images that are screensize
will fit exactly into the viewport. Various versions of methods exist to keep coding compact when using it.
March 2013 - Working tediously on the new game (whenever I find time).
I recoded the entire engine in C# and am now using XNA. I find this coding environment a lot faster and easier to debug.
Here is a teaser screenshot of the game engine in action. (Note the cool shader effects):
May 2012 - Updated Chicken Utopia demo and full version for better analog control and faster download/installation.
April 2012 - I've been working on the animations for some of the more basic characters for the upcoming game.
I want a photoshop artwork look with high quality animation. So far it's looking pretty good.
Oct 4, 2011- Just an update - I've been working on a lot of concept art for the new game - so far it is looking very imaginative.
The gameplay concepts are also quite promising. This will be a very original type of rpg action game. Very exciting stuff. (^__^)
May 15, 2011 - I'm started some character drafting for my new game and the designs are
very exciting so far...thumbnails:
April 4, 2011 - gamemap editor is basically done - it is big.
I will eventually add the source code and make it available for download.
The gamemap editor allows you to load an image containing tiles, assign attributes to sections
(such as animations, layering options, etc) and go to a gamemap section to paint tiles into the scene.
The fur-like depth style trick is working well and I might add auto-shadowing.
Jan 12 - updated tutor 6 page a bit - working on new type of game editor(will upload eventually)
I am working on some more tutorial sections - it may be a while yet before they are available...
( 2D and 3D sidescrolling platform action/rpg game programming using DirectX )
Chicken Utopia is now available! (demo and
BEHOLD! Screenshots of our fire-breathing chicken hero in action:
© 2011-2015 Alien Scribble Interactive