CodePlex Daily Summary for Sunday, January 31, 2010

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

CodePlex Daily Summary for Sunday, January 31, 2010

New Projects

  • Alturing iTunesFolderSync: Synchronize the music on the local disk with the music in the iTunes Library - Remove the 'dead' songs from iTunes - Add new songs on disk to iTune…
  • Application Tips At Startup: Application Tips at Startup makes it easy to add "tips at startup" functionaility to your client applications. Tips files are XML based and allow …
  • CLR via COBOL: A collection of object-oriented COBOL programs showing how to use .NET types, define new structs and classes, inherit, implement interfaces, etc. …
  • Common Context Adapters: Guidance, specifications and shared source for expressing higher-order dependencies to an IoC container.
  • Dot Net Migrations - Contrib: This project was created in order to provide a repository for various plug-ins that extend the functionality of the Dot Net Migrations database mig…
  • GWN EHR: GWN-EHR: Open Source Electronic Health Record (EHR) Management System. Our vision statement is to create a Complete EHR in compliance with "Meani…
  • JC Change Calculator Control: JC Change Calculator is a .NET control that makes it easy for developers to add POS style change calculation to any point of sale type application….
  • Mapway: Mapway uses bing map to display linked OGDI, KML, CSV, GeoRSS data, users can publish and comment on any locations anonymously. It contains world …
  • Paragliding Live: Full Paragliding Live Bundle permits you to follow Paragliding / Hanggliding competitions live from the Web.
  • Plurk.NET API and Client Applications: A plurk APIs-enable components and several client applications. ** The Plurk logo in the program is copyright by Plurk.com.
  • ProjectYizhe: The uber top secret internal Microsoft Project Yizhe talked about.
  • Prolog.NET: A .NET-base implementation of Prolog based on the Warren Abstract Machine (WAM) architecture.
  • PSCodeplex: PowerShell module to update/add releases to a Codeplex Project. These module functions use Codeplex web services to provide create/upload/update re…
  • StupidGrid: A stupidly simple grid that doesn't bind to anything: it just stores user information into viewstate which can be retrieved at some point. It is m…
  • VBDocumentManagement: A document management solution for my bachelor thesis. Developed using the ASP.NET MVC Framework.
  • Vertigo Literary Magazine: Lynbrook Vertigo Literary Magazine File Repository.
  • WPFGraph: WPFGraph is a tool to create animations of graph algorithms using a WPF based 3D rendering engine. You can create a graph by adding nodes and edges…
  • Zune Customs: Zune Customs is a suite featuring various editing tools for your Zune Software and Zune HD player.

New Releases

Most Popular Projects

Most Active Projects

No More Heroes 2 USA PROPER Wii-HaZMaT

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

This article has been published at RLSLOG.net - visit our site for full content.

 No More Heroes 2 USA PROPER Wii-HaZMaT Sorry you guys, i forgot to post this game a few days ago.  HaZMaT released the NTSC version of No More Heroes 2  for the Wii.  This game has received some great reviews which includes a Editors Choice from IGN.   I haven’t played this game or the prequel to it but from rthe reviews it looks like a must play game.  Try it and post your thoughts about the game in the comments section.  Enjoy!


Description:

No More Heroes 2: Desperate Struggle continues the tale of punk anti-hero Travis Touchdown, the Japanese anime Otaku, and pro wrestling-obsessed assassin. Travis finds himself at the bottom of the UAA (United Assassins Association) rankings and must wage war to become the No. 1 assassin once again. The follow-up to the popular No More Heroes will offer fans infectious, fun gameplay that allows you to wield not just one, but two swords and face multiple bosses simultaneously in bigger-than-ever boss battles.

 No More Heroes 2 USA PROPER Wii-HaZMaT

General Features:

  • With the addition of 2 new playable characters, an expanded set of weapons, an improved, over-the-top combat system, and signature
  • 2-D job missions, NO MORE HEROES 2: DESPERATE STRUGGLE brings the franchise to new heights of outlandish carnage.
  • Become the ultimate killing machine! Seek and destroy the murderers! Engage a ton of new and returning foes! Dual beam katanas! Slammin’ wrestling moves! Giant robots! Coconuts! Chicks with short skirts and bad attitudes!

 No More Heroes 2 USA PROPER Wii-HaZMaT

Release name: No.More.Heroes.2.USA.PROPER.Wii-HaZMaT
Size:  4.3 GB
Links: iGN NFO
Download: Torrent Search

more at RLSLOG.net

Marines Modern Urban Combat USA WII-ZRY

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

This article has been published at RLSLOG.net - visit our site for full content.

 Marines Modern Urban Combat USA WII-ZRY Here is a Wii game which I am unsure about how good it is.  ZRY releases Marines Modern Urban Combat for the Wii to give you FPS players something to enjoy.  I would like to say that this is a decent game but I couldn’t find any reviews on the game and it is quite possible that this is more shovelware.  Try it and post your thoughts about the game in the comments section.  Enjoy!


Description:

Get ready for intense, realistic military shooting action on the Wii platform. Grab the Wii remote and lead your squad into battle with tactics and strategies used by the real U.S. Marine Corps. Marines: Modern Urban Comat brings the thrills of first person shooters to the Wii with intuitive Wii controls, deadly AI, amazing squad dynamics, and more!

 Marines Modern Urban Combat USA WII-ZRY

General Features:

  • A Compelling Real-World Campaign: This is no arcade shooter! Lead your four-man squad through the deadly streets of Beirut, using the tactics and tools of the US Marine Corps.
  • Be a Leader: Both your squad and your enemies feature deadly AI unlike anything you’ve ever seen before. Step up and command your squad in the only FPS for Wii that lets you issue orders to your fellow Marines!
  • Killer Gameplay: Gameplay controls have been built from the ground up to take advantage of the Wii’s unique motion-based control scheme. Take on your friends in split-screen multiplayer mode!
  • Stellar Controls: Aim for the high score with intuitive controls that require only the Wii Remote. The Wii MotionPlus add-on is supported for the most authentic bowling experience to ever warp onto the console!

 Marines Modern Urban Combat USA WII-ZRY

Release name: Marines_Modern_Urban_Combat_USA_WII-ZRY
Size:  4.3 GB
Links: iGN NFO
Download: Torrent Search

more at RLSLOG.net

Weird Camera Issues

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

Hi Everyone,

Okay I have made a few games before within XNA, but i'm having some really weird issues with cameras. I have a camera at (0, 5, 0), and a look at vector (0, 0, 0), and I also have a cube at position (0, 0, 0).

My Camera View / Projection Matrices are as follows:

"
           //Creates a matrix to define how the camera looks at the scene
            cameraViewMatrix = Matrix.CreateLookAt(
                cameraPosition,//Position
                cameraLookAt,//Where its looking
                Vector3.Up);//What is up

            //Creates a matrix to define what objects are within the field of view
            cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45.0f),//How wide does the camera see
                graphics.GraphicsDevice.Viewport.AspectRatio,//How wide/tall the finished image should be, based upon width and height of the viewport
                0.1f,//Will cull anything too close
                10000.0f);//Too far
"

The issue I am having is this:

When I have the camera positioned purely on the y axis, like above (0, 5, 0) the object does not show, same with (0, -5, 0) as I thought it could be a really weird back face issue, so thought I would check both sides.

If I have it on any of the other axis (5, 0, 0), (0, 0, 5), (-5, 0, 0) or (0, 0, -5) it shows up fine, so i know the object is definately there, and the camera should be looking at it. Also if i have for the camera at (1, 5, 0) etc. The object will still show up fine. But if I have my camera purely on the y axis, it doesn't want to know.

Is there any reason it would be doing this, as I really cannot think what would cause it. I only noticed this issue today, because when I tried to put a level into my game for testing, the level was importing weirdly, i.e flipped on some axis and not keeping its relative position (even though it worked in my other game with the same code / export method). And the same happens for the level, i.e it dissapears if the camera is positioned purely on the y axis. Any help would be much appreciated, thanks :)

Terrain Mesh missing the last strips of triangles - Spot the bug

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

Hi folks -

           As the title suggests, i'm hoping someone can help me spot the bug in my code. Basically, I'm working on a a series of meshes that are build from a height maps and then placed together on a large grid to form a terrain. Everything was going fine until i noticed that each mesh seems to be missing the last strip of triangles on both the x and z planes. Each mesh is taken from a 64 * 64 height map and blown up to a mesh that should be 1280 x 1280. In the images below, it should fit in the underlying grid perfectly.
Image 1: Looking along Z axis
Image2: Looking along X axis
 Here is the code i am using to create the vertices:
 
        private void CreateVertices() 
        { 
            verts = new VertexPositionNormalTexture[squareSize * squareSize]; 
 
            for (int y = 0; y < squareSize; y++) 
                for (int x = 0; x < squareSize; x++) 
                { 
                    float xCord = ((y * scale) + minPos.Z); 
                    float yCord = GetHeightAtMapPosition(new Vector2(x, y)) + minPos.Y; 
                    float zCord = ((x * scale) + minPos.X); 
 
                    var pos = new Vector3(xCord, yCord, zCord); 
                    var texCoord = new Vector2(xCord, zCord); 
                    verts[x + y * squareSize] = new VertexPositionNormalTexture(pos, Vector3.Zero, texCoord); 
                } 
 
        } 

Here is the code to build the indices:
 
        private void CreateIndices() 
        { 
            indices = new int[(squareSize - 1) * (squareSize - 1) * 6]; 
            int counter = 0; 
            for (int y = 0; y < squareSize - 1; y++) 
            { 
                for (int x = 0; x < squareSize - 1; x++) 
                { 
                    int lowerLeft = x + y * squareSize; 
                    int lowerRight = (x + 1) + y * squareSize; 
                    int topLeft = x + (y + 1) * squareSize; 
                    int topRight = (x + 1) + (y + 1) * squareSize; 
 
                    indices[counter++] = topLeft; 
                    indices[counter++] = lowerRight; 
                    indices[counter++] = lowerLeft; 
 
                    indices[counter++] = topLeft; 
                    indices[counter++] = topRight; 
                    indices[counter++] = lowerRight; 
                } 
            } 
 
        } 

And here is the draw code:
        public void Draw(IView view) 
        { 
 
            device.RenderState.DepthBufferEnable = true
            device.VertexDeclaration = vertexDeclaration; 
            device.Vertices[0].SetSource(terrainVertexBuffer, 0, VertexPositionColor.SizeInBytes); 
            drawEffect.Parameters["View"].SetValue(view.ViewMatix); 
            drawEffect.Parameters["Projection"].SetValue(view.ProjectionMatrix); 
 
            drawEffect.Begin(); 
            foreach (var pass in drawEffect.CurrentTechnique.Passes) 
            { 
                pass.Begin(); 
 
                device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, 
                                                 verts, 
                                                 0, 
                                                 verts.Length, 
                                                 indices, 
                                                 0, 
                                                 indices.Length / 3); 
 
 
                pass.End(); 
 
            } 
            drawEffect.End(); 
 
        } 
Can anyone spot an obvious problem with any of these? I have trimmed out some of the code that creates the normals, gets the height data and copies the info to the vertex buffer as that all seems to be working fine but i can put them up if required. I don't have a great experience with 3D so i struggling to debug the issue here. Any help would be greatly appreciated. Thanks =D

I can’t see why this doesn’t work…

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 
1 if (gamePadState.Triggers.Left < 0.4 || gamePadState.Triggers.Right < 0.4) 
2
3      if (gamePadState.Buttons.RightShoulder == ButtonState.Pressed) 
4           rotation += MathHelper.PiOver4 / 10; 
5  
6      if (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed) 
7           rotation -= MathHelper.PiOver4 / 10; 
8
9 else 
10
11      if (gamePadState.Buttons.RightShoulder == ButtonState.Pressed) 
12           rotation += MathHelper.PiOver4 / 80; 
13  
14      if (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed) 
15           rotation -= MathHelper.PiOver4 / 80; 
16

For some reason, this will only enter the first if statement if you hold down both triggers, otherwise it goes into the else statement. I want it so you can hold down either trigger and it will go into the first one.

Also, is there support for guitar hero controllers?

Problem with integrating Farseer Physics

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

So I just jumped in today.

First I downloaded C# Express 2009 with XNA Gamestudio 3.0

I installed both programs.

I then downloaded the Farseer Physics engine, messed around with the examples for awhile.

After that I looked around for a game engine to try and make things easier. I came across FlatRedBall Game Engine which is supposed to be compatible with XNA and Farseer.

At first, I tried to install FlatRedBall, but it wouldn't let me because I was using 3.0 and it would only let me continue if I had 3.1. Oops, didn't realize there was a 3.1.

So I  decided to uninstall 3.0 and download and install 3.1.

I booted up the FlatRedBall installer again and everything worked out with that.

After installation, I hooked up FlatRedBall to my project.

So with everything hooked up, I try to integrate Farseer with my FlatRedBall project by following the instructions on the site.

    *  Right click on the solution name in the Solution Explorer 
    * Select Add->Existing Project… 
    * Navigate to the location where you unzipped the Farseer zip file. 
    * Select the project file (FarseerPhysics.csproj) and click the "Open" button. 
    * Right-click the "References" folder under your game project. 
    * Select "Add Reference…" 
    * Select the "Projects" tab. 
    * Select "FarseerPhysics" and click the "OK" button.  

Everything went smooth until I pressed OK.

Whenever I press OK, I get this error:

A reference to 'FarseerPhysicsXNA' could not be added. References to projects targeting XNA Framework version 'v.3.0' are not supported from projects targeting XNA Framework version 'v3.1'. 

I tried deleting my old Farseer project and adding a new one but I just can't get it to work no matter what I try. Maybe I'm going into this too much, but I hope I can get some help here because everything was going smooth up until now.

Weird Camera Issues

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

Hi Everyone,

Okay I have made a few games before within XNA, but i'm having some really weird issues with cameras. I have a camera at (0, 5, 0), and a look at vector (0, 0, 0), and I also have a cube at position (0, 0, 0).

My Camera View / Projection Matrices are as follows:

"
           //Creates a matrix to define how the camera looks at the scene
            cameraViewMatrix = Matrix.CreateLookAt(
                cameraPosition,//Position
                cameraLookAt,//Where its looking
                Vector3.Up);//What is up

            //Creates a matrix to define what objects are within the field of view
            cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45.0f),//How wide does the camera see
                graphics.GraphicsDevice.Viewport.AspectRatio,//How wide/tall the finished image should be, based upon width and height of the viewport
                0.1f,//Will cull anything too close
                10000.0f);//Too far
"

The issue I am having is this:

When I have the camera positioned purely on the y axis, like above (0, 5, 0) the object does not show, same with (0, -5, 0) as I thought it could be a really weird back face issue, so thought I would check both sides.

If I have it on any of the other axis (5, 0, 0), (0, 0, 5), (-5, 0, 0) or (0, 0, -5) it shows up fine, so i know the object is definately there, and the camera should be looking at it. Also if i have for the camera at (1, 5, 0) etc. The object will still show up fine. But if I have my camera purely on the y axis, it doesn't want to know.

Is there any reason it would be doing this, as I really cannot think what would cause it. I only noticed this issue today, because when I tried to put a level into my game for testing, the level was importing weirdly, i.e flipped on some axis and not keeping its relative position (even though it worked in my other game with the same code / export method). And the same happens for the level, i.e it dissapears if the camera is positioned purely on the y axis. Any help would be much appreciated, thanks :)

Terrain Mesh missing the last strips of triangles - Spot the bug

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 

Hi folks -

           As the title suggests, i'm hoping someone can help me spot the bug in my code. Basically, I'm working on a a series of meshes that are build from a height maps and then placed together on a large grid to form a terrain. Everything was going fine until i noticed that each mesh seems to be missing the last strip of triangles on both the x and z planes. Each mesh is taken from a 64 * 64 height map and blown up to a mesh that should be 1280 x 1280. In the images below, it should fit in the underlying grid perfectly.
Image 1: Looking along Z axis
Image2: Looking along X axis
 Here is the code i am using to create the vertices:
 
        private void CreateVertices() 
        { 
            verts = new VertexPositionNormalTexture[squareSize * squareSize]; 
 
            for (int y = 0; y < squareSize; y++) 
                for (int x = 0; x < squareSize; x++) 
                { 
                    float xCord = ((y * scale) + minPos.Z); 
                    float yCord = GetHeightAtMapPosition(new Vector2(x, y)) + minPos.Y; 
                    float zCord = ((x * scale) + minPos.X); 
 
                    var pos = new Vector3(xCord, yCord, zCord); 
                    var texCoord = new Vector2(xCord, zCord); 
                    verts[x + y * squareSize] = new VertexPositionNormalTexture(pos, Vector3.Zero, texCoord); 
                } 
 
        } 

Here is the code to build the indices:
 
        private void CreateIndices() 
        { 
            indices = new int[(squareSize - 1) * (squareSize - 1) * 6]; 
            int counter = 0; 
            for (int y = 0; y < squareSize - 1; y++) 
            { 
                for (int x = 0; x < squareSize - 1; x++) 
                { 
                    int lowerLeft = x + y * squareSize; 
                    int lowerRight = (x + 1) + y * squareSize; 
                    int topLeft = x + (y + 1) * squareSize; 
                    int topRight = (x + 1) + (y + 1) * squareSize; 
 
                    indices[counter++] = topLeft; 
                    indices[counter++] = lowerRight; 
                    indices[counter++] = lowerLeft; 
 
                    indices[counter++] = topLeft; 
                    indices[counter++] = topRight; 
                    indices[counter++] = lowerRight; 
                } 
            } 
 
        } 

And here is the draw code:
        public void Draw(IView view) 
        { 
 
            device.RenderState.DepthBufferEnable = true
            device.VertexDeclaration = vertexDeclaration; 
            device.Vertices[0].SetSource(terrainVertexBuffer, 0, VertexPositionColor.SizeInBytes); 
            drawEffect.Parameters["View"].SetValue(view.ViewMatix); 
            drawEffect.Parameters["Projection"].SetValue(view.ProjectionMatrix); 
 
            drawEffect.Begin(); 
            foreach (var pass in drawEffect.CurrentTechnique.Passes) 
            { 
                pass.Begin(); 
 
                device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, 
                                                 verts, 
                                                 0, 
                                                 verts.Length, 
                                                 indices, 
                                                 0, 
                                                 indices.Length / 3); 
 
 
                pass.End(); 
 
            } 
            drawEffect.End(); 
 
        } 
Can anyone spot an obvious problem with any of these? I have trimmed out some of the code that creates the normals, gets the height data and copies the info to the vertex buffer as that all seems to be working fine but i can put them up if required. I don't have a great experience with 3D so i struggling to debug the issue here. Any help would be greatly appreciated. Thanks =D

I can’t see why this doesn’t work…

January 31, 2010 by admin · Comment
Filed under: Xbox360 News 
1 if (gamePadState.Triggers.Left < 0.4 || gamePadState.Triggers.Right < 0.4) 
2
3      if (gamePadState.Buttons.RightShoulder == ButtonState.Pressed) 
4           rotation += MathHelper.PiOver4 / 10; 
5  
6      if (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed) 
7           rotation -= MathHelper.PiOver4 / 10; 
8
9 else 
10
11      if (gamePadState.Buttons.RightShoulder == ButtonState.Pressed) 
12           rotation += MathHelper.PiOver4 / 80; 
13  
14      if (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed) 
15           rotation -= MathHelper.PiOver4 / 80; 
16

For some reason, this will only enter the first if statement if you hold down both triggers, otherwise it goes into the else statement. I want it so you can hold down either trigger and it will go into the first one.

Also, is there support for guitar hero controllers?

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