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Archive for January, 2010

Cyborg Mice Arena 1.5 video

January 28, 2010 Leave a comment

Here is a video showcasing the new eye candy in the upcoming Cyborg Mice Arena 1.5 update for Xbox Live Indie Games:

Zombie Outhouse Development Part 3

January 24, 2010 Leave a comment

Zombie Outhouse Development Part 3: Converting from C# to C++

While the official programming language for the iPhone is Objective-C, you can use C/C++ within it.  I prefer to work in C++ and try to avoid Objective-C at all costs.

To take the path from C# to C++ I used Tangible Software’s Instant C++ software.  The conversion of the files was fairly quick but that was the easy part.

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Zombie Outhouse Development Part 2

January 10, 2010 4 comments

Zombie Outhouse Development Part 2: Porting to Zune HD

While the plan for Zombie Outhouse was to do an Xbox360 and iPhone version from the beginning, it made sense to make an intermediate Zune HD version which would ease the transition.  It would also allow me to get the game play figured out for the touch screen while still working within the XNA environment.

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Categories: Zombie Outhouse

Zombie Outhouse Development Part 1

January 2, 2010 Leave a comment

Zombie Outhouse Development Part 1: Overview, design and development (Xbox360 & Windows)

This is the first part of a multi-part series which will document the development of Zombie Outhouse for Windows, Xbox 360, Zune HD and iPhone platforms.  I’ll be talking about the various issues and decisions that came up during the development process including details on porting the game from XNA/C# to C++.

Check out the video of the Xbox 360 version below to get an idea of what the game is like and make sure to have your audio on to get the full experience.

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Cyborg Mice Arena to get Sunburned

January 2, 2010 1 comment

Our Xbox Live Indie Game, Cyborg Mice Arena, will get a graphical update in the near future.  There are some current Xbox lighting issues that need to be resolved but in the mean time here is a screen grab from the latest build.  This screenshot highlights the flashlights that are active in the new “dark” mode.

I’ll post an in-depth article on using the Sunburn renderer once the update is complete.