Archive for the ‘FGF’ category

Shot of the Day

December 15th, 2008

Yes, the console is back and will remain in some form or another. I have been working on integrating new features into FGF as school has started to wind down for the semester. The below shot is of the current build of Foxhorn which includes LAN and Live session creation, search and join through the console (The new build of the GUI library is not ready for testing yet).

Right now I am testing a few features being built into Thrust for the next release including the ability to log and share data between people playing a game on Live. The goal is to abstract the idea of a high scores sharing component to be able to share anything. The next release of Thrust will come with two things to share: high scores and error reports. While high scores will be a liberal thing to hand out, error reports will be setup in a client / server manner where only one server exists and is only connected to when a) it is up and running and b) the client wants to or can (ie the game detects he/she is idle in the menus).

Foxhorn

Vodka Paper Available

December 8th, 2008

While Vodka’s initial public release is still a few months away, my senior project related to it has been finished. A part of this project was writing the final paper on the project. The paper covers the design, implementation, problems and future of the Vodka project.

You can download the paper here: Vodka (Final Paper) (427) - 742.94 KB

Vodka is a service based Content Management System / Platform designed with one thing in mind: make a powerful content system that is easy to use.

Bartender

December 4th, 2008

Screenshot of the day: Bartender is an application I am writing to help manage data in Vodka based software. In the below screenshot I have successfully connected to my Vodka site and downloaded a piece of content. To do this, the application first authenticates a user and then sends off for the content. It is important to note that the membership and content services are separate entities, but the content service relies on the membership service to verify a specific user has rights to do anything.

Bartender

Features of FGF 1.3

October 17th, 2008

The Focused Games Framework is well on its way to hitting the next version. All libraries in FGF will be updated to reflect this new number (1.3) as it will be a major release. If you have any requests or bug reports, please get them to me as soon as possible. Many thanks to those that have gone out of their way to really test the code. Here are a few things to look forward to in FGF 1.3 (and beyond):

  1. A License

    FGF will be released under an official license. The license will remain fairly loose with a few restrictions put on distribution. For example, you can redistribute the libraries with your game/software but cannot redistribute the libraries as a standalone piece of software.

  2. Refined State Management

    A lot of work has been going into getting all the kinks out of the state system because it is a very large part of Thrust. I am streamlining the Load code to give the end-developer more control over what is happening. I will be releasing some samples that cover this system in detail as well.

  3. Return of the Control

    I have made the decision to start going back to GUI Controls. Although menus have done me well in the past, controls will allow me to truely delegate responsibility. I will be including some basic controls that implement much of the same functionality you see in the GUI library today. The menu system will state in tact, but look for it to be removed in a later release.

  4. Gamer Profiles

    I have spent some time learning about the gamer profile APIs and will be including some classes that help manage user specific data. This will include helper classes for gamer profiles, storage, signing users in and out, et cetera.

  5. A Better XmlProvider

    One of the best unused features of FGF is the XmlProvider class. It is an incredibly powerful and useful Xml serializer / deserializer. I have rebuilt it from the ground up to be even better. Not only that, I have ported it to the Zune and Xbox 360 platforms.

  6. Samples

    I understand that many developers need samples. If you haven’t yet, check out the currently available samples. I will be adding to this list as time goes on.

  7. Clear Error Messages

    One of the things I do worst is trap errors. It is a bad habit that I am attempting to change. Starting with Vodka, FGF will be getting clear cut exceptions, a numbering scheme and an online database of these errors with explanations and possible solutions. Check out FGDN for more.

  8. A Faster Framework

    Last but certainly not least, I have made great strides in the performance of some of the core components of Thrust. This is especially true on the Zune where garbage collections were causing a big problem. I have taken extensive looks at the memory useage and garbage generation on the Zune with Thrust and have solved many of the issues.

If you are still with me, you are wondering what is bringing on most of these changes. As I gear up to release more games that are better (overall) and better suited for Xbox Live Community Games, I need to make sure that my core code works well. The biggest driving factor to most of the new changes is the newest version of Galactic Wars. The following video of Galactic Wars shows the smooth transitions between different UI states. This build of the game is using a post 1.2 build of FGF which makes it a lot easier to support a lot of what you see. My favorite part is how easy it is to handle when all gamers have signed out.

FGF 1.2 Available

October 4th, 2008

Get it on the FGF page! This should fix the problems from the previous version.

Thrust v1.2

October 4th, 2008

Before people start reporting problems with Thrust v1.1, let me say that version 1.2 is already on its way. I have caught a few bugs in the InputManager that are demanding a quick release. I will also be including some new GUI functionality.

In the meantime, catch up on the tutorials and samples about using the Focused Games Framework.

FGF Beta, Folder Kill Installers

September 30th, 2008

I have put up a new version of the Focused Games Framework for download. This release includes Thrust v1.1 and Vodka Alpha files. I have also released X86 and X64 installers for Folder Kill. Below is a more complete list of the changes made.

Thrust

  • Created Content Pipeline Project
  • Terrain Content
  • Cleaned some StateObject & Menu code
  • Added repeat states for GamePad
  • Added Xbox 360 projects
  • Added Camera components
  • Added Console component
  • Diagnostics
    • Added Stats component
    • Added Thumbstick Throttle Component

Vodka

  • Created core Vodka project
  • Added core interfaces
  • Implemented a few providers
  • Added Services project.

Finally, I urge you to keep an eye on FGDN as I continue to add to it over the next couple of months.

Thrust Diagnostics

September 16th, 2008

I am building in a host of diagnostic tools for the next release of Thrust to help you keep track of what is going on with your game. Currently I am working on a few ways to visualize how each gamepad is being used which is incredibly important on the Zune. Here is a screenshot of Galactic Defense using one to measure the left thumbstick:

GD and Diagnostics

And a video:
<a href="http://video.msn.com/video.aspx?vid=99fc531a-356b-4472-8f82-942dec70dd24" target="_new" title="Galactic Defense and Diagnostics">Video: Galactic Defense and Diagnostics</a>

Get Colored!

September 2nd, 2008

Implemented the start of color maps today…