Fixing the missing file( SkinnedModelPipeline ) error when compiling Mage Defender: Remake

I got some feedback that there is a file missing from the project, so I uploaded the file and it can be downloded below.
 
To fix this issue, follow these steps:
 
2 – Add the SkinnedModelPipeline.dll file to the Referenced under Content in the Mage Defender project:
3 – Compile and run!
 
 
Thats it, please tell me if you still have any problems with this!
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Game On Invitation( Norwegian )

Hei alle sammen,

Vi har den glede av å invitere alle spillinteresserte til Dataforeningens faggruppe Game On- Faggruppen sitt nettverksmøte torsdag den 17. September klokka 16:45. 

Arrangementet er gratis.

Her vil det bli presentasjoner og mulighet for å stifte bekjentskap med store aktører innen spillbransjen.
Ta gjerne med venner og bekjente, etter foredraget blir det en mulighet for pils og nettverksbygging med personer fra spillbransjen.
Mer detaljer og påmelding finner du her:  http://www.dataforeningen.no/index.php?id=4625730

Stedet er Dubliner og registreringen starter 16:45

Program:
Presentasjon av Den Norske Dataforening
John Walle, Den Norske Dataforening

Din nye hverdag med fremtidens spillteknologi
Temaer: Hva skjer når teknologien bryter grensene mellom fact og fiction? Hvilke samfunnsmessige konsekvenser får vi nå skolene bytter ut læreren og tar i bruk spill i opplæring og at forsvaret rekrutterer gamere som jagerflyvere?
Eirik Newth, cand. scient med hovedfag i teoretisk astrofysikk

Tumbleweed Interactive om dagens spillbransje
Temaer: Hvorfor lager Tumbleweed Interactive spill?
Hva er de mest spennende trendene i spillverden i dag?
Kristoffer Jetmundsen, Tubleweed Interactive
 
Gamecamp kommer og holder XNA-stand samtidig som flere andre utviklere vil vise frem teknologi og spill. (Det blir også mulighet for å teste Break a Leg)

Sted: Dubliner.
Tid: 17.september. Kl 17.00 – 20.00. Registrering fra kl 16.45

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Mage Defender on CodePlex

Mage Defender: Remake is now on CodePlex, and can be found on the following URL: http://magedefender.codeplex.com/
 
From there you can download the newest sourcecode when we release it, and download the newest releases.
 
 
Have fun!
 
 
Posted in Uncategorized | 1 Comment

Final Fantasy VII out on PS3

For those of you who didn’t know, one of the best games ever made is out on PS3( Since GameCon in Germany ): Final Fantasy VII.
 
I still got my original PS1 game( Yes, you can play PS1 games on PS3 now.. ), but for those of you who want to experience this great adventure, go to the PS Store and buy it for a very cheap price compared to what you will get 😉
 
 
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Mage Defender, XNA Game with source

Mage Defender Remake
Today, we released the newest version of Mage Defender, created in XNA as apart of Thomas Beswicks and my "Creating a game from A-Z" presentation held at Game Camp, 03.09.2009.

Note: The download-URL for these files will change( and be updated ) once I find another host.

 
Credits: 
Programming: Petri Wilhelmsen
Idea: Petri Wilhelmsen, Thomas Beswick
Art: Thomas Beswick
Music: Egil Hasting aka. Higen

Special thanks to:
Tuuli Savolainen, Laura Marie Tan, Sindre Rian, Victor Bredholt, Ragnar Fatland

The game is much more advanced than ever, with full 3D-Cel shading, animations and particles. The game got many adcanced spells, AI, bosses and a short story mode.

Made Defender Remake for PC and XBox360.
 
 
Here are some more screenshots from Mage Defender Remake:
 
So, as I promised, the game will be released with it’s full source code.
There are some small things that I need to change before I upload the game, but it will be up today or tomorrow.
A new post will be added with the link, and a codeplex page will be created for the project.
 
Download ( XNA 3.1 ):
Source( 63mb )
Binary Installer( 29mb )

Note: The URL for these files will change( and be updated ) once I find another host.

 
 
If you are missing a refernece( SkinnedModelPipline ) follow these steps in order to fix this issue: 
2 – Add the SkinnedModelPipeline.dll file to the Referenced under Content in the Mage Defender project:
3 – Compile and run!
 
 
Thats it, please tell me if you still have any problems with this!
 
A history on Mage Defender

Mage Defender, Original
In 1999, I created a DOS game named Mage Defender. You were a mage, and had to shoot slimes to protect your castle.
If slimes managed to pass you, the castle lost lives, and if one hit you, you lost lives.

Mage Defenger, original game.

Mage Defender Deluxe, Silverlight
So, in 2007 I wanted to learn Silverlight 1.1, and decided to make a remake of the game. The game got a little more advanced, with multiple spells and castle levels, but still only slimes to kill. You also get Ability Points during level up,so you can spec. your player.

Mage Defender Deluxe in Silverlight.
 
Posted in XNA | 3 Comments

Screenshots from my old games

Hi,
 
I was going trough my old project files when cleaining up my drives today, and found some old games that me and my friends have created back in the old days.
I decided to put them up here, to save them and share them with you.
 
Enjoy 😛
 
 
 

The start of Project Ice Eagle, got pretty far on this. Tried it out a bit and found it rather funny. Discworld/Terry Prachett type of humor 😛


Outside our home in a huge cave-world, inspired from the DnD’s Underdark.

 

The next few screenshots are from Veneficus, a story of magic. This is the game that almost finished, but died once the hardware got too good, classic.



(Yeah, thats me in the pictures on the wall 😛 )

So, my first 3D game engine ever, made in 2001 with DirectX8. Brings back some good memories, and a really bad collision detection engine.
The game was named Mage Defender II, as a sequel to my first programmed DOS game ever, Mage Defender( will post some screenshots on this game if I find it).

The start of a new 3D engine named DeBreeze Engine 2.0, the same engine used for Veneficus( 2004 ) and Ice Eagle(2003). The engine was started in 2002, with the basis on the above Mage Defender II engine.

And this last image is from my first DirectX application ever, created in 2000. The models are created by Thomas Beswick. As we went to different schools, he created the models and copied them out on multiple floppies, sending them to me by my brother as they were in the same school. 😛 I had to wait multiple days between each model delivery, as the discs usually got corrupt and had to wait on a new delivery. 😛

Posted in Graphics | 2 Comments

SaveState not working?

As you might have experienced when using XNA, some of the render states are set incorrectly when rendering sprites with SpriteBatch or when rendering a model using a shader. Remember, SaveState is a heavy process so use it only when you really need this, try setting the render states manually instead!
 
There are many posts about this issue, but I will create another myself, as I came across another problem( see last solution point ).
 
Let’s take a look on common solutions to this problem.

My render states get distorted after rendering sprites/textures with SpriteBatch

To solve this, you can set the SaveStateMode to SaveState when calling the Begin() method of SpriteBatch.

spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState);
// Render your sprites
spriteBatch.End();

If SaveStateMode is set to SaveState, a StateBlock object will capture the current state of you rendering device. Once you call End(), the StateBlock will call Apply(), witch applies the state captured earlier.
This usually works in most situations.

My render states get distorted after rendering a model using a shader/effect
To solve this, you can set the SaveStateMode to SaveState when calling the Begin() method of Effect.
effect.Begin(SaveStateMode.SaveState);

Again, If SaveStateMode is set to SaveState, a StateBlock object will capture the current state of you rendering device. Once you call End(), the StateBlock will call Apply(), witch applies the state captured earlier.
This usually works in most situations.


I am saving the state on my sprites/models, but the renderstates still get distorted!??
Ok, this is the problem I had today. I was rendering a 3D model, and after rendering it, everything got distorted..
I tried, just for fun, to call spriteBatch.Begin(…SaveState), render the model, and calling spriteBatch.End().
This worked by my model got some big problems related to the Z-buffer/Depth buffer and so on, so the model got pretty ugly.

I also tried to set the SaveStateMode to SaveState in Effect.Begin(..) and in mesh.Draw(SaveStateMode.SaveState); but without any luck..

So, finally, I treid to save the state manually, and to my suprise, it worked very well! 😀
To save the state manually, add the following lines of code to your application:

StateBlock stateBlock = new StateBlock(GraphicsDevice); // pass in your GraphicsDevice here.
stateBlock.Capture(); // Saves the state.

//Do your magic, like mesh.Draw();

stateBlock.Apply(); // restores the state again.
stateBlock.Dispose(); // remember to call dispose!

This method works on the computer. When I run it on an xbox360( not sure if this is the reason ) I get an DriverInternalErrorException. If anyone know how to solve this, I would be really glad if you send me the solution!!

 

Good luck!

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Game Camp Event teaser

Just a little teaser from the game you will get( + full source ) at the Game Camp event next week:
 
See you at Game Camp, September 3rd!
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Game Camp 3. September 2009, be there!

It’s just one week before the Game Camp user group for Septemner 09 starts. The agenda just got nailed, so get prepared for some good sessions and join us for a nice and free evening at NITH. 🙂

The event starts at 18:00 and lasts to about 21:30, but feel free to attend to whatever session you like!
 
Agenda:

18:00 – 19:00
  “Creating a game from A-Z” by Petri Wilhelmsen and Thomas Beswick
19:15 – 20:15
  3D Game engine design by Einar Ingebrigtsen
20:30 – 21:30
  Hvordan får pengestøtte til spill by
  Tumbleweed Interactive
 

Speakers:

  • Petri Wilhelmsen/Thomas Beswick will talk about creating a game from idea and implementation to publishing using XNA, giving you the full source-code for the game.
  • Einar Ingebrigtsen will talk about creating a 3D engine.
  • Tubmleweed Interactive will come and talk about how you as a indie game developer can get founding-support for your team and projects. This session will be very important for all game developers hoping to one day create a killer game.
 
 
How to get there:
Norges Informasjonsteknologiske høgskole (NITH)
Schweigaards gate 14, 0185 Oslo
Norway

 

Posted in Game Camp | 3 Comments

Like Lego and the demoscene?

This is a pearl for those of you who played with Lego and the demoscene. ;P

YouTube – 8-bit trip
    

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