Build 2013 Summary

Saturday, June 29, 2013

The Microsoft Build 2013 conference is now over, so it’s time for some summaries and impressions. All the following is my personal thoughts from my viewpoint, and may not reflect the way things actually are. Last caveat – some of the information is based on the sessions I attended. Naturally, I couldn’t attend most sessions, and I may not even remember all info given in the session I attended. Still…The conference was 3 days in length. With about 14 sessions going on at the same time slot, this is too short a conference; 4 days would have been better....

Windows Phone: Playing Sound Effects

Monday, September 3, 2012

I wanted to create a simple timer application for Windows Phone. The timer would count backwards from a user configured value and when it reached zero, it would play some sound effect to indicate expiration. Sounds simple enough…This is how the application looks like:The problem turned out to be playing that sound effect. I had a WAV file I wanted to play. Silverlight has a MediaElement object that is capable of playing video and/or audio, so it seemed to be a good candidate for the job. MediaElement is an element, so must be placed somewhere in the visual tree....
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A New Android Game in Town (by my brother)

Sunday, February 5, 2012

Anyone who has ever written a game knows it’s hard to get it done from start to finish. Sure, I can put on a demo of some game I’ve created in several hours. But creating all the graphics, sound, animation, levels, transitions, scoring, etc, from start to finish is quite a challenge, especially for a single developer. That’s why I’m very proud of my young brother, Yaniv, that has worked hard for the past 10 months (while maintaining a proper day job!) on an awesome  fun game called Micro Wars, targeted for the Android platform. This game plays especially...
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Porting an XNA game from Windows to Windows Phone (Part 3)

Thursday, August 25, 2011

In the previous post, we got a working game that uses touch gestures to move the player’s ship. This may be adequate, but perhaps we can try a different approach: using the accelerometer. Every Windows Phone device must have an accelerometer, which indicates its relative orientation in space. Tilting the phone from side to side may be more intuitive (and perhaps exciting) than simply dragging horizontally. Let’s try that. The first thing we need to do is add a reference to the Microsoft.Devices.Sensors assembly, and add a conditional using statement to the Microsoft.Devices.Sensors namespace. This exposes the...
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Porting an XNA game from Windows to Windows Phone (Part 2)

Sunday, August 14, 2011

In the first part we got our introduction screen up and running, with the starfield scrolling by. However, we couldn’t actually start playing because the game was waiting for a key press… which is nowhere to be found on a Windows Phone device. We simply need a little touch. Adding Touch Support Touch is something the XNA version of Windows and XBOX 360 have no notion of. This is specific for Windows Phone. Touch input information is available as “raw” data (touch points, with positions, etc.) and with a higher level abstraction called gestures. We’ll start with...
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Porting an XNA game from Windows to Windows Phone (Part 1)

Monday, August 8, 2011

XNA is one of the two APIs that’s supported on Windows Phone 7 (the other being Silverlight), so a natural thing to do is to port an already existing XNA game (running on Windows or XBOX 360) to the new Windows Phone 7 platform. I wanted to see how easy (or maybe not so easy) it would be to do the actual porting. My starting point is a relatively simple 2D game, the one developed throughout the XNA 2D tutorial I did a some months back. We’ll start with the final game project (discussed in the last part...
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Getting Started with Windows Phone Development

Friday, July 22, 2011

I must admit I was reluctant to get into Windows Phone development too deeply because I had no actual device running the Windows Phone OS. An emulator, no matter how good, cannot replace the actual device experience, and for some applications such as games, is simply inadequate. Well, the excuses are over. I got a Windows Phone device (the Samsung Omnia 7) a few days ago. It’s time to take WP7 development more seriously (but not too seriously, as it’s fun…). Instead of going with the traditional “hello world”, I’ll go for something a little more ambitious:...
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XNA 2D Game Tutorial (Part 14–Last)

Friday, December 31, 2010

Previous posts in this series: Part 1: Getting started Part 2: Drawing something Part 3: Input handling Part 4: Game Components Part 5: Animation and Sprites Part 6: Handling Projectiles Part 7: Sound Effects Part 8: Setting Up Data Part 9: Creating Aliens Part 10: Collision Detection Part 11: More Collisions ...
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XNA 2D Game Tutorial (Part 13)

Sunday, December 19, 2010

Previous posts in this series: Part 1: Getting started Part 2: Drawing something Part 3: Input handling Part 4: Game Components Part 5: Animation and Sprites Part 6: Handling Projectiles Part 7: Sound Effects Part 8: Setting Up Data Part 9: Creating Aliens Part 10: Collision Detection Part 11: More Collisions ...
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XNA 2D Game Tutorial (Part 11)

Wednesday, November 17, 2010

Previous posts in this series: Part 1: Getting started Part 2: Drawing something Part 3: Input handling Part 4: Game Components Part 5: Animation and Sprites Part 6: Handling Projectiles Part 7: Sound Effects Part 8: Setting Up Data Part 9: Creating Aliens Part 10: Collision Detection In the previous part we did some collision detection...
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