OK... XNA and C# are awesome, I'll admit it. I can really see them taking off in a few years.
But...
Why on Earth did the developers decide to use structures for Vectors??? Seriously! You know how much of a pain in the ass structures are? They have to be passed by value (not by reference) so you can't change the value of its members unless you copy the whole structure and pass it back into whatever object contains the vector. Its as stupid as turning off power strips to "conserve energy"... You're gonna save what in a year? The amount that my laptop uses in a hour?
Right...
Another thing I ran into today... Why do I need to call Dispose() on SoundEffectInstances? Can't they just dispose of themselves after the sound stops playing? I understand the idea behind having the whole instance thing, but couldn't there have been 2 different Play() methods? One that returns an instance and one that doesn't (which would automatically dispose of the instance when it stops playing)?
XNA is so close to being great, but I guess its a lot better than DirectX was in its third major release.
Peace.
Saturday, June 20, 2009
Wednesday, June 17, 2009
YOU'VE BEEN BLACKLISTED
Welcome to the blog for Blacklist games. We're a small group of developers creating games for PC, Xbox 360, and Zune using Microsoft's XNA Game Studio.
Our first official game, currently titled B17 Flying Fortress, should appear on the Xbox Creator's Club channel in the next month. B17 Flying Fortress is a retro 2D game resembling Capcom's 1942. The game will have 2 modes of play, 9 levels, and 4 levels of difficulty for a total of 72 different ways to play. The "arcade" mode is what you would expect from a game like 1942; a vertical scrolling shoot 'em up. The "advanced" mode adds a nice twist to the classic game; the player's bomber is always centered on the screen and the world rotates when the player banks left and right. Enemies the player will face depend upon the mission and difficulty selected, but you can expect to encounter the following: Bf109, Bf110, Fw190, Ju88, Me163, Me262, bunkers, tanks, and anti-air guns.
based on the B24 Liberator and the B29 Superfortress (with A-Bomb?) with better gameplay, better graphics, and better audio. These things cost money and we currently have none.
We also have plans for a few other games in the works; a vehicle combat game, a retro role-playing game, and a Pac-Man clone with a fun twist.
Enjoy!
Our first official game, currently titled B17 Flying Fortress, should appear on the Xbox Creator's Club channel in the next month. B17 Flying Fortress is a retro 2D game resembling Capcom's 1942. The game will have 2 modes of play, 9 levels, and 4 levels of difficulty for a total of 72 different ways to play. The "arcade" mode is what you would expect from a game like 1942; a vertical scrolling shoot 'em up. The "advanced" mode adds a nice twist to the classic game; the player's bomber is always centered on the screen and the world rotates when the player banks left and right. Enemies the player will face depend upon the mission and difficulty selected, but you can expect to encounter the following: Bf109, Bf110, Fw190, Ju88, Me163, Me262, bunkers, tanks, and anti-air guns.

based on the B24 Liberator and the B29 Superfortress (with A-Bomb?) with better gameplay, better graphics, and better audio. These things cost money and we currently have none.
We also have plans for a few other games in the works; a vehicle combat game, a retro role-playing game, and a Pac-Man clone with a fun twist.
Enjoy!
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