If broken it is, fix it you should

Using the powers of the debugger to solve the problems of the world - and a bag of chips    by Tess Ferrandez, ASP.NET Escalation Engineer (Microsoft)

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  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Introduction

    Since I am done holding my breath waiting for XNA to make a return I have decided to start developing 2D games in DirectX instead. To get things started I sat down with my friend Johan Lindfors at Coderox to port my XNA walkthrough and in this series will basically be a direct copy of that walkthrough...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 2

    This is part of a blog series… if you came here directly you might want to read the introduction first. In order to have something to draw we’ll have to create some assets (Sprites/Direct Draw Surfaces for images and SpriteFont for fonts to draw text) I have drawn all my images in Expression...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 1

    This post is part of a blog series… if you came here directly you might want to read the introduction first. File/New Project For the purposes of this walkthrough we’ll be creating a blank Windows Phone Direct3D app in Visual Studio. If you want to add menus and other items you can...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 5

    This is part of a blog series… if you came here directly you might want to read the introduction first. Animating objects in DirectX is just as simple as in XNA. In the update method we just change the position of the objects and since they are drawn every frame with their respective positions...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 4

    This is part of a blog series… if you came here directly you might want to read the introduction first. The next step is to start adding some flowers to the screen, and the way we will do this is by creating 5 columns that each hold a set of flowers. The reason we do this is so that each...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 3

    This is part of a blog series… if you came here directly you might want to read the introduction first. Drawing the Scene Now we have all our assets and it’s time to draw them on the screen. In order to draw something we’ll need a) something to draw – which is going...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 7

    This is part of a blog series… if you came here directly you might want to read the introduction first. The final step to make the game playable is to add some user interaction. Capturing the users input In DirectX the user input is event based so what we need to do is to add a method...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 6

    This is part of a blog series… if you came here directly you might want to read the introduction first. The bees will be placed in the empty area at the bottom of the screen right under the columns. For this we need the individual bees (a class called Bee) and a class that handles...
  • Blog Post: Bizzy Bees XNA to DirectX/DirectXTK – Part 8

    This is part of a blog series… if you came here directly you might want to read the introduction first. Now we have a fully functioning game, but we need to add some final touches to it to make it just that little bit better. The things we are going to do are: Add lives –...
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