Yesterday I was looking at the session Gaming Engines for Windows 8 Jump Start on Microsoft Virtual Academy. During this awesome session Jeremy Foster, Michael Palermo and Adam Tuliper given an overview of three gaming engine: Constrct2, GameMaker and Unity.
Imho, if you are starting a 2D game development, both three are comparable and depending on your needs you can choose one of them, Unity has a plus on 3D and a better integration with visual studio (even if paid).
While I was attending at the jump start I went some days back when the Kinect for windows team published a post on their MSDN Blog: "Enabling retailers to drive business in new, innovative ways". Looking at videos they published I thought: "Well, really amazing but how many time and effort to develop a real life game like the one they showed, and how much customers have to pay for the app. It's something out of budget for most companies!".
Now, thinking on how is "simple" (read this as: you don't need a hundred thousand or million euro budget) to develop a 3D game and by combining it with the new upcoming Kinect for Windows V2 yes, it's possible to develop a Kinect Game like the one in the video below to an affordable cost for companies.
So what else? Let's create our firs Kinect for Windows game!
Starting developing DirectX to create games can be trivial for developers like me coming from the managed world. Fortunately, there are a couple of new resources that can help us.
Of course, we will not master DirectX/C++ game development in a day, but I will point out some good resources that can guide us through this new amazing world:
Microsoft Virtual Academy - Gaming Engines for Windows 8 Jump Start
Microsoft Virtual Academy - Introduction to C++ / DirectX Game Development
Channel 9 MSDN - Fall Fury
Channel 9 MSDN - Direct to Windows Store... The DirectX C++ Game Project Template and Getting Started Guide
Gaming Engines for Windows 8 Jump Start
This course takes you through every aspect of developing games for Windows 8, from audience definition through product monetization. Discover the gaming engines that'll ease the process, such as Construct2 by Scirra, GameMaker by YoYo Games, and Unity. The course is appropriate for beginning game developers and includes demos and lots of tips to help you make your venture a success.
- Planning your game
- Game assets
- Construct2 by Scirra
- GameMaker by YoYo Games
- Monetization and Store submission
- Recommended Resources & Next Steps for Gaming Engines
Find out more about session here
Instructors: Jeremy Foster - Microsoft Technical Evangelist; Michael Palermo - Microsoft Technical Evangelist; Adam Tuliper - Microsoft Technical Evangelist
Introduction to C++/DirectX Game Development on Microsoft Virtual Academy
Have you always wanted to get started in game development? Here's your chance to learn how to create games from the ground up, using C++ and DirectX. Learn about the game loop, input detection, applying basic shaders, state management, and more. With these skills, you'll be building the engine, not just the game – and you'll up level your employability options with AAA companies at the same time.
- Getting Started
- Creating the Main Game Loop
- Moving and Creating Multiple Instances of Objects
- State Management
- Capturing User Input
- Physics and Collision Detection
- Applying Textures and Basic Shaders
Find out more about session here
Instructors: Michael "Mickey" Macdonald - Microsoft Technical Evangelist; Bryan Griffiths - Video Game Design Instructor triOS College
FallFury is a 2D platformer in which the player controls a falling bear, trying to avoid obstacles, dodge missiles, and destroy monsters as the bear falls. The project incorporates several of the new Windows 8 APIs, including the accelerometer and touch as well as integrations with core OS capabilities such as settings and share charms. Additionally, the project leverages the most exacting addition to the Visual Studio development environment—hybrid application development with XAML, C++, and DirectX.
The author will guide us through the whole process of creation including all dev stuff.
Check out the video for this article at http://channel9.msdn.com/Series/FallFury/Part-1-Introduction
Find out more about the project here
Authors: Brian Peek, Clint Rutkas, Dan Fernandez, Den Delimarsky, Rick Barraza
Direct to Windows Store... The DirectX C++ Game Project Template and Getting Started Guide
By checking out the DirectX game learning template. You will find information about the template and the getting started guide.
The learning template extends the basic DirectX app template and adds additional components such as:
- InputManager: Consolidated input from touch, mouse, keyboard, and Xbox controllers.
- Virtual analog controls: A basic virtual controller with tracked-touch analog control and digital buttons.
- OverlayManager: Add and manage multiple Direct2D overlays for a Direct3D scene.
- SoundPlayer: Add rudimentary sound effects and play music as background audio. Updates to Direct3D resource management.
Find out more about the project here
Authors: Greg Duncan
The Windows App Store there ate the moment could be a really good place where to place your app to get some good visibility.
If you are a solo man like me you can't imagine to develop a huge games that requires a lot of professionals figures but you can think in creating your simple game even in 3D. Reading and watching all stuffs I've linked you will be able to create your game from starch including creating media content such as audio, sound fx, 3D Objects and also the code.
Stop Drawing Dead Fish from Bret Victor on Vimeo.
People are alive -- they behave and respond. Creations within the computer can also live, behave, and respond... if they are allowed to. The message of this talk is that computer-based art tools should embrace both forms of life -- artists behaving through real-time performance, and art behaving through real-time simulation. Everything we draw should be alive by default.
Part 1 talks about the potential of the computer as a new visual art medium. I show a collaboration between art and artist, with the art behaving through simulation, the artist behaving through performance, and the two of them working together, responding to each other.
Part 2 demonstrates a tool for "programming" how art should behave and respond. The artist directly manipulates art objects on the canvas, the way that visual art has always been created since the time of cave paintings. The tool is based around direct, geometric construction rather than indirect, algebraic "code".
Part 3 is a short performance.
This talk was originally presented to SF SIGGRAPH on May 16 2012, and was recorded at the Exploratorium on November 27 2012.
As you probably know Windows Store Apps, once installed, are stored on your computer on the %PrograFiles%\WindowsApp folder (for both Windows 8 and Windows RT).
Unfortunately, if you try to access to this folder, you will get an access denied permission error, even if you are performing the action with a user with administration rights.
If we start inspecting this folder we will notice that Administrators have limited permissions on this folder and that the owner is the TrustedInstaller user so we are unable to modify permission on this object too.
The only way to get access to this folder is to change the ownership on the folder, modify the rights for the Administrators group to full control, as shown below.
And once the Administrator groups has full control we can switch the ownership to the folder to its original owner.
To switch back the ownership to TrustedIntaller you hace to type the complete name on the object name box as shown below
And the click "Check Names" and OK.
Now we have the full control on the %PrograFiles%\WindowsApp ad we can look inside for our search / experiments/ learning.
§Hope it helps.
If you are using Blog Engine .Net for your blog and you want to create your post directly from Microsoft Word 2013 (even the RT version).
There are some reason to use Word instead of using your web platform:
- You don't need to be online to write.
- You're using something familiar, with spellchecking and all the other features Word offers.
- You can put the resulting post up in draft and tinker on the web before you publish.
- You can save your blog posts as normal Word files in a folder you choose, which is very handy for developing ideas over time.
To enable it you have to follow steps listen below.
Open your Word 2013 and choose to create a new document selecting the blog template.
Once you selected to create a new document using the blog template, depending if you have already some other blog registered or not, you will be prompted to register an account.
If you will not get the prompt showed above you can open it by clicking the "Manage Account" in the "Blog Post" menu.
To connect to Blog Engine .Net you have to choose Blog: Other and click next.
Now (here is the trick) you are propted to choose the API, Blog Post URL, User, and Password.
For the API choose MetaWebBlog.
For the Blog Post URL you have to insert your blog mail URL follower by "/metaweblog.axd" as shown in the picture below.
Also fill your credential and click ok.
If you have filled all the fields correctly you will get a message saying "Account registration successful".
Now you are ready to create your blog post from Word.