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Posts Tagged ‘xna’

Game Release: Cannon Zero

March 7th, 2009

This is my final version of the Cannon game. Cannon Zero has these changes to the engine and gameplay:

  • New graphics
  • Sound effects
  • Large 1280×720 playfield
  • High score display and loading/saving
  • Player is destroyed when the target crosses out of bounds at any time, instead of just the bottom of the screen
  • Various changes to the target’s angle and speed of decent
  • Projectiles are no longer fired unless the mouse button has been released from the previous click

The score display was implemented using the SpriteFont class and the Metal Lord font from Larabie. (The Larabie fonts are free for personal and commercial use. Found via this post on the XNA Creators Club forum.)

In the notes for Cannon III I said that I would take a look at using an Xbox 360 controller instead of the mouse… This kind of broke the quick movements necessary to play the game so Cannon Zero is mouse-only.

Download

Click here (extract and run setup.exe)

Screenshots

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Video

techknight Game Development, Learning , , ,

Cannon III

March 1st, 2009

Cannon III is complete. Just as Cannon II borrowed a lot from Cannon I, this game reuses code from Cannon II except now we’re using the XNA framework. The assets file provided by 3D Buzz contained some enhanced graphics labelled XNA, so I used those instead of the boring default sprites.

Here’s a video of Cannon III in action:

That wraps up XNA Xtreme 101 Volume 1. Before I move on to Volume 2, I’m going to make my own final version of the Cannon game. Probably with new graphics, sound support, and Xbox 360 gamepad support. I’d also like to fix the issue with CheckFire() being called too quickly – which is causing the projectile to be fired on BeginGame() and ResetTarget().

techknight Game Development, Learning , ,