Archive for Competiton-2

8Weekgame – Competition 2 – Named & Shamed


Hi Everyone,


Just a quick post to show you the awesome model a pal of mine done, Peter MacSorely (“Thanks Pete”):


Im now cleaning up my code to create some enemies flying around, and looking at doing some afterburner effects. LOTS to do:

  1. Enemies and AI
  2. PLayership weapons and upgrades
  3. Parallex scrolling
  4. Particle Effects for the starfield
  5. Shatter effect for exploding enemies
  6. Scoring system
  7. HUD
  8. Menu Screens
  9. Music and sound effects

I dont think im going to get it done the pace im going. Last week was meant to be immense coding, but due to a screaming/poorly Jude, only Collisions was done! DOH! I will be carrying on after the 8Weeks is up so i can release it via Xbox Live Indies Games and look to create a Windows Phone 7. I have also named the game X-Typed, as this is a R-Type like game, and i couldnt have XType because Jaguar has nicked that!


On a plus note, i did manage to purchase a HTC HD7 Windows Phone 7 phone, and i can say, its AWESOME.





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8WeekGame – Competition 2 – 3D Collisions – Oh My….





Right, i have a week off this week to:


1) Code lots

2) But a Windows Phone 7 HTC HD7

3) Fable 3 of course…..


The “Code Lots” statement  couldnt ring more true. Im now doing to move onto 3D Collisions. I have an asteroid and ship model loaded, and i was going to move onto spawning lots of asteroids that moved in random directions, but i thought i would do the hardest part first – 3D Collisions! Now the recently launched App Hub (AKA Creators Club), has a particular sample im interested in here. This sample displays the 3D models name when the players cursor is crossing the models BoundingSpere.


Now in 2D games, the basic theory of collisions (Per Pixel or Intersection), is that if two objects (Say a PLayer and Enemy) share the same screen space (Your preference on how much should be specified as a “Collision”) or intersects a bounding oject (usually a rectangle) – then a collision is detected and you perform your own game logic depending on what you want to do (Like a player loosing a life if it hits an Enemy). Screen space is made up of X & Y coordinates of the screen and XNA uses the Right Handed Cartesian Coordinates:




Its little different in 3D, because you are dealing with World Space, which is the area of the game that is used to determine where to render your models. And models are composed of lots of Triangles within a 3D coordinate syste, ie the Z coordinate (X,Y,Z), in terms of the depth. What the sample from the App Hub teaches you is to convert the World Space of the models to screen space (Top left of the screen to bottom right), and check a BoundingSphere intersect between two objects. This is how ive intrepreted it, but please tell me if im wrong!

SO thats what im doing today!  Good luck to me! Hopefully once this is done i can build my HUD for lives and start to actually build some game play, because at the moment ive just been experimenting with ideas.






3D coordinate system
Image via Wikipedia


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8WeekGame – Competition 2 – 3D Model Loaded….Just!

The game im doing is a 2D sidescrolling space shooter, with 3D Models. Im using free models from Turbosquid, and to be fair, there are not alot of free ones, and the one i wanted, i couldnt get the textures to load, so it just looked black:

As you can see, in the blackness of space, no one can hear (or see) you scream. So i decided to to change the model to something else, and what do you know, it works! All i changed was the model name i was loading to the Model class in XNA, so the original ship1.X file must of been corrupt somewhere. All i know is this 3D malark is stressful!

Now i need a fixed orthogonal view, then move onto the movement of the ship!  Anyway, here is a quick but boring vid:

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8WeekGame – Competition 2 – Starts Today!

Its finally started! For 8 Weeks me, Shaw and Martin will be fighting it out to see who can make the best XNA game, the only brief, side scrolling + 1 playable level (Yes Gareth, playable!). Unfortunately our matey Paul Ledger has pulled out for being too overworked, “All Work, NO Play….” and all that!

Anyway we will be posting more information on our games and our progress on the offical 8WeekGame website, so please check there. I will be posting here also, so please stop by! Once the 8Weeks are up, the games will be downloadable on the 8WeekGame website and playable on PCs.
This will be my last 8WeekGame as a competitor. I want to actually release a Xbox Live Indie Game (XBLIG) using Creators Club membership,  so i wont have the time to competite in the 3rd comp. I will though be hoping to create a whole new website to be released Feb 2011, when the next competition starts, which will hopefully allow other members of the public to sign up and participate. Watch this space on that one….

Microsoft XNA
Image via Wikipedia
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8WeekGame – Wordle

Hi Everyone,

The following is a wordle image for 8WeekGame:

Wordle: 8WeekGame

Its alittle fuzzy here, but feel free to click on it and have a look! 🙂

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8WeekGame – Countdown Begins….

4 Developers – 2 Languages – 8 Weeks
Gareth Bradley, Martin Elsworth, Shaw Young & Paul Ledger have to build a 2D side scrolling game, in any language they choose in 8 weeks. You can track their progress here.
The Competition Begins on 4th October 2010.

The 8WeekGame header for the site is now updated, plus the countdown of when the XNA & iPhone game competition starts:

46Days, 14Hours and 23 Miniutes until it begins!

A constructed example of parallax scrolling. V...
Image via Wikipedia
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8WeekGame – Competition 2 – Final Details

The details of the 2nd competition are:

◦Starts 4th October – Ends midnight on the 22nd November

◦2D Game – scrolling (Vertical OR Horizontal)

◦Cannot use Open Source pre-made libraries:
i) XNA Starter Kits
ii) Codeplex projects

NB: We can make a exception of the SpritePacker program BUT not the associated .DLL that you can use

◦The end game has to have at least:a) 1 working level
b) Menu
c) Game Start/Game over/Win Splash screen

◦Can use pre-built libraries for Physics Engines only

◦Can use the internet for Sprites/.fx files, levels and sounds.

◦If you are using other people’s assets, you MUST have a credits page, listing their names, and any
applicable URL’s. Last competition we didn’t do that which is bad sport really.

The competition this time around is:

Me (Gareth)

Paul Ledger

Shaw Young

Martin Elsworth.

So please welcome Paul to the next competition! I posed the following questions to each new member, and please see there answers:

Shaw Young:

A)      What languages/technologies you will be using

XNA I think!

B)      What type of game it will be (if you know)

Well I’m torn between a few ideas- but I think this is most likely going to be a fathom style game

C)      What type of game play you expect

So it will be a skill based game navigating your ship around tricky levels, fighting against gravity and NPC turrets and the like to collect stranded people.  Environments will be destructible (think worms, not red faction!).  I would like to have split screen multi-player which I think will be the most entertaining mode offering dog fights between players as well as collecting the stranded little guys, but may get dropped as I’m unsure if it will be do-able in 8 weeks!

D)      Any other comments

As reining champion, If I do loose this round it will be on purpose to give new comers a chance…

Paul Ledger:

A)      What languages/technologies you will be using

There is only one language, so its Objective-C, not sure yet but will probably use OpenGL, fall back is Quartz (iPhone)

B)      What type of game it will be (if you know)

Its going to be a sort of Defender game, but think instead of saving people you will be an alien abducting cows.

C)      What type of game play you expect


D)      Any other comments

You will all lose.

Martin Elsworth:

A)      What languages/technologies you will be using

Written in C# using the XNA framework.

B)      What type of game it will be (if you know)

A side scrolling beat ‘em up.

C)      What type of game play you expect

Double Dragon/Final Fight/Streets Of Rage meets Street Fighter!

D)      Any other comments

Possible game titles – Double Streets Of Final Fighter?  Or Final Streets Of Dragon Fighter!?

The same as before, we will write regular posts up here, plus information on the Facebook page which can be found here.

Still a while yet until the competition starts,  but enough time for us to design and plan our games better! YAY!
Watch this space.

Microsoft XNA
Image via Wikipedia
Image representing iPhone 3G as depicted in Cr...
Image via CrunchBase
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8WeekGame – Competition 2 – Details

I havent talked about this for a while. The first competition was a roaring success in terms of what was achieved – ie 3 Games made in 8 weeks. Shawson did a blinder in Javascript using some of the new HTML5 Canvas elements, and ManicSpaceman won the competition, which was well deserved.

Now the 2nd competition will begin on 04/10/10, but this time the brief is simply:

  • 2D side scroll
  • 1 playable level
  • Cannot use pre-made libraries (Apart from standard ones line XNA)

Shawson has decided this time to use C# XNA due to winning a competition, where he won a MSDN Ultimate subscription worth £13,000! Well done Shaw!

I have already thought about the type of game i want to do, which will be a space side scroll, with space ships, aliens etc. This time round i will design the game properly before coding so that i know what im doing before the competition starts. The rules state we cannot begin coding the game until 04/10, but we can design!

Martin has decided to do a Double Dragon clone, and Shawson is toying with Cannon Fodder, so a diverse selection!
Anyway i will blog more info when i have it.