- Windows Desktop
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Wednesday, 18 June 2014
XNA 5? Why Not Sunburn?!
Friday, 4 May 2012
2D Collision Series : SAT Part 1
This series will focus on the Narrow phase.
Saturday, 10 December 2011
A* Pathfinding Tutorial : Part 3
At the start of this tutorial we will be adding some useful properties and methods to the SearchNode and Pathfinder classes that will make writing the FindPath method more simple.
Then to finish off I will post the full code for FindPath method indicating which piece of code relates to which step of the algorithm posted in the last tutorial!
Edited on the 10/12/2011 at 8:00pm
Thursday, 4 August 2011
A* Pathfinding Tutorial : Part 2
Welcome to part two in my series on pathfinding. In this tutorial we will be looking at the actual A* algorithm before we actually start implementing it in code in the next tutorial.
This tutorial will be mostly theory based with very little coding so please stick with it as it is really important to understand the actual algorithm before trying to translate it into code!
Sunday, 26 June 2011
A* Pathfinding Tutorial : Part 1
Welcome to part one of my two part series on path finding!
In this first part we will be looking at the amazing A* (A-Star) pathfinding algorithm which is probably one of the most precise and performance friendly pathfinding algorithm out there at the moment.
In part two I am going to show you that although A* is great, that it isn’t always the best algorithm for the job. I will be showing you how we can add pathfinding to the tower defence game made in the previous series using a Breadth First algorithm.
Wednesday, 29 September 2010
Tutorial 6 : Tower Management
This tutorial will mainly focus on how the player will add in new towers through the addition of a new class called “Player.cs”.
The Player class will hold all the information about a specific player, such as how much money he has, what stage he is on etc. The reason we are putting all this information in it’s own class and not just in “Game1.cs” is that if we do decide to make this game multiplayer, it will make it much easier to store information about each person playing.
Sunday, 26 September 2010
Tutorial 5 : Towers
Now that we have something to shoot at, I think it is about time that we start adding in the “Tower” part of our Tower Defence. We will start off by creating a simple base class for the tower and getting it drawn, then we will move on to making it aim at our enemy. I will be leaving shooting, and placement of towers till next time. So, lets begin!
Tutorial 4 : Waypoints
The first big hurdle we face is, how will an enemy where the path is, when should he turn, when does he know when he is at the end of the path? This is where waypoints come in, when we are designing our levels, we can specify a set of points along a path (normally on the corners of paths), then when we load in our levels, we will tell our enemy’s that we want them to move between these points until they reach the end of the path.
As shown in the image above, we will specify a start and an end for the enemy, as well as intermediate points.
Saturday, 25 September 2010
Tutorial 3 : The Enemy Class
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
Sunday, 1 March 2009
Tutorial 2: Sprites
Ok, so I said that next time we would me creating a level editor, I lied. I have decided to leave creating the level editor to the end. This way we won’t have to keep adding to it all the way through. Instead we are going to create a sprite class. This will be our base class for our enemies, towers etc. It’s going to hold the basic data about our sprites e.g. there texture, position and so on.
Saturday, 28 February 2009
Tutorial 1: Levels
Ok, so to start off with create a new class called “Level.cs”. This is going to be what holds all the information about our level (which textures go where basically).