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Some press November 19, 2008

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Purchased November 15, 2008

Posted by Jesse in : Being, Game Development , 2 comments

Today I was lucky enough to make it into the final round of users who received early access to the New Xbox Experience.  That means I was able to buy Being today!

While I realize that this stuff isn’t likely to make me rich, and it’s not the start of a new career, it’s definitely made me very happy.  This has been a dream of mine for a very long time, and I’ve finally gotten off of my behind and made it happen.  Thank you very much to all the people who helped make this possible!

It will be awhile before I have anything to show off from my next game, but I’m already experimenting and learning the things I’ll need to bring it to life.  I’m not stopping now!

Being on Community Games November 7, 2008

Posted by Jesse in : Being, Game Development , 5 comments

I didn’t think it was possible to be more excited than I was when I posted the approval letter. But this totally trumps it. The ZMan from thezbuffer.com captured some screens of what Being looks like in the Community Games section on the Xbox 360.

Thanks, ZMan!

(Click for larger images.)


Being is approved

Posted by Jesse in : Being, Game Development , 3 comments

I just got the most awesome email ever. I had to run around giving high-fives to everybody I work with. Allow me to share.

Dear Chounard,

The XNA team is delighted to tell you that your community game has been approved by your fellow Creators. You should see the game appear within 48 hours of the time of this message on the community games area of Xbox LIVE Marketplace.

Your game should also show a status of “Approved” in your Creator profile at http://creators.xna.com within that timeframe.

If you receive this email, but do not see your game in either location within the approval timeframe, please use the feedback form on the creators.xna.com site to let us know, so we can track down any issues.

Since you are now a successful game author, you might consider sharing your tips and tricks on forums.xna.com, celebrating, or just bragging a little. :)

Thanks again for making our community great!

The XNA Team

Before and after October 30, 2008

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My wife has given me the final level of Being.  The game is now very close to 100% completion.  While she always plays down just how much work she’s done to help make the game a success, I thought I’d take this opportunity to share with you some before and after images of the final level.

It took me a long time to piece these images together, but if you notice any oddities, it’s probably because I was rushing to get them stitched together.  I think you’ll agree that it’s a pretty amazing difference.

Please note: These screens are taken from the level editor, and there are some game play objects missing that are added by scripts while the game is running. (Switches, platforms, the final enemy, etc.) So if it’s looks like there are things missing, that’s why.

Before and after - click for bigger versions (WARNING! Very large images.)

 

Line Segment Intersection October 7, 2008

Posted by Jesse in : Game Development , 7 comments

Earlier today, somebody in #xna asked how to find the intersection of two line segments.  This is something that comes up pretty regularly, so I happened to have the answer handy.

(more…)

Seeing stars October 1, 2008

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One of the complaints I received about the version of Being I submitted for Dream Build Play was that there wasn’t much point to the game. And that’s absolutely true. You just jump around, make your way through the levels and eventually end up back where you started. I’m working hard on changing that.

At the end of each world, you’ll rescue one of your friends who has been kidnapped by the evil Zargon and find one of the magical stars. Once you’ve collected all three stars, you’ll get access to another doorway and have to face Zargon himself.

This gave me another chance to play around with my little star particles I liked so much. Here’s a screen of what it looks like when you’ve found them all.

(Click for larger version.)

Work progresses September 26, 2008

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Feedback has been very positive about Being. It’s not going to win any awards in Dream Build Play (I’ll make another post - hopefully this weekend - about the DBP entries. Some of them are crazy good.), but I’m really happy all the same.

Moving forward I have a few more features to implement before the game is ready for the Community Games launch. I’ve added a new enemy type, who throws water balloons at you. It was originally grenades, but my wife wisely objected that I shouldn’t add grenades to a violence free game. I’ve also added a bit of scripting, and that’s allowed me to add some simple dialogue. Here’s a screen:

(Click for larger version.)

I need to create a few more levels and then boss encounters, and I’ll have everything finished. I’m eager to work on my next project, but I’m gonna keep plugging away on this.

Ready for Dream Build Play September 21, 2008

Posted by Jesse in : Being, Game Development , 2 comments

It’s as ready as it’s going to get, anyway. The DBP uploader is currently broken, so I’ll have to wait a little while to officially enter, but I’m ready to go. They require three screenshots as well as a gameplay video, so I had to grab a few more.

Screenshots: (Click for larger versions.)


And the video:
<a href="http://video.msn.com/video.aspx?vid=a9e179e9-ed6f-473e-b63d-456c6a77c3b9" target="_new" title="Being Trailer">Video: Being Trailer</a>

Update:
I was able to upload my files, so I’m officially entered. If you’re an XNA Creator’s Club member and have an Xbox 360, you can play the demo I entered. (I’ll work on a Windows version soon.)
Being-Xbox360.ccgame

Title screen September 19, 2008

Posted by Jesse in : Being, Game Development , 1 comment so far

Just a quick update.  I wrote my first particle system, and I think it turned out pretty neat.

I needed a title screen, and rather than throwing up a bit of static text, I decided to write a function that creates a template mask from an image, and then I spawn particles in the region allowed by the mask.  Here’s what my title screen looks like:

(Click for larger version.)

Those little stars are randomly colored, spinning in random direction, at random speed. They fade out over five seconds, with new ones are popping in all the time. I’m pretty happy with my first attempt.

Update: Here’s a clip of the menu running on Youtube.