hi there again!
after I started some other prototypes today, I wanted to share my template project. It isn't quite finished, because I wanted to create a template in VS, but you can take the project, rename all occurencies of 'project_template_xna4' with your project name (in all files and all directories) and violà, you have a fast set up xna4 project with some fonts and libraries (like some helpers functions, a screen manager, a first screen, etc).
here you see a screen of the project I'm actually working on, besides growing the beard(tm):

guess which game remake from firaxis made me do this :-)
so stay tuned, it's still lot of work:
Hi there again!
It' getting creepy, I know, but I'm somehow motivated :-)
So here you can find the january sample - a simple ego shooter demo.
I won't describe the development here, but the source code is commented.

For questions, please use the commenting function below here :-)
Main features are:
Hello folks!
It's been a while since my last post, so i'll give it another try now :-)
Because a new year brings new motivation, I've decided to make a tutorial / sample series called '12 months 12 samples'.
I won't promise that every last day of a month, here will be a new sample, but let's say within five days of the next month :-)
The intention is to make samples / demos (including assets free for you to use) to common questions in making games, e.g.
- an ego-shooter demo
- a research screen and data structure, including a tech tree
hi there!
i've been a bit more involved in programming as the last months, so i created a menu behaving like the one in crysis 2.
now i implemented also a mouse pointer and menu items (known from the efil_gui):

so good fight good night everybody!
hi everybody!
i'm back again, and as you can see, i've been playing crysis 2 and find the menu really appealing :-)

source is included, so have a look! it's just a fast approximation, so don't be too rude with it!
actually, i'm working on implementing buttons and ray picking and render targets, so that it gets more functional...
greeeetz!
here's a little update on the iso prototype:
as i said in one of the previous posts, i started integrating 3d tiles. as you can see they are only simple boxes by now, which will change some time. at the moment i have implemented triangle picking:

next steps will be a player model, tile selecteing and path finding (in some loooong time :-))
so stay tuned!
hi there!
here you'll find some sample code for an isometric tile-based terrain in xna:

well it seems the drupal upload function isn't working right now... i'll figure that out and attach the files asap!
edit: found the error now, i think opera 11.0 doesn't like java upload scripts any more :-) happily i have also firefox (the slowest browser in the world, but the upload works ;-))
something tells me to go to bed: i just had to copy the caption of the last entry and put the 'II' behind it.
well it is as it is, i made four triangles out of every tile, added some linear interpolation for the middle point et voilà:

hi there!
as you can see i haven't been too lazy the last days ^^

like in most cases, life ain't quit fair, so also in this case: although the height info is correct and the tiles fit together, there is a 'challenge' with the details. because every tile consists of only two triangles, wie get really ugly edges here.
so i'll take a seat this weekend and add two triangles to each tile, so that they are formed of four, which should look more regular.