Category Archives: WP7

Of Tombstones and Handedness (and Some Other Stuff)

Several things have moved from my TODO list to my DONE list where Nucleus is concerned, and I’ve learned a few useful things along the way. In keeping with the current trend in this blog, I’m going to share the … Continue reading

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Nucleus Progress: Now With Gameplay Footage (and Performance!)

So, we have added progress on the Nucleus project today. The big news is it’s moved along enough that I can post some footage of the game in play, because all of the basic play elements necessary to that end … Continue reading

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Project Progress: Hey! Nucleus Does Stuff Now!

Work goes on, and the code gets closer and closer to an actual, playable game, with goals and score and loss conditions and everything. Crazy! It’s been a pretty grueling month or so of work getting here, but I’m finally … Continue reading

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Designing Nucleus: Title Screen Part Deux

Short one today, because there isn’t much to say, but it’s just enough to be worth writing about. I took another pass at the title screen last night—mostly just changing out the buttons for new ones and a couple of … Continue reading

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Designing Nucleus: Odds and Ends and the Title Screen

Today I took a break from working on gameplay code to get a little distance from the details and break up the sort of tasks I’m doing at any given point in time—this also keeps me from having a lot … Continue reading

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Designing Nucleus: On Platform Constraints

So, I feel I’ve been talking a lot about code lately, especially for someone that claims to be a game designer. This isn’t a bad thing—after all, I have to write the code myself, and designers really should, in my … Continue reading

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Addendum: Getting that Profiler to Profile

So, I left out one detail of use in the last post that have gotten me a couple of instances of the same rather pointed question: How exactly do you get the profiler to work with XNA GS 4.0? True, … Continue reading

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More XNA/WP7 Performance Stuff: Yes, More of that Mess

Yep, more little fiddly coding bits today. I’m very sorry. Today it’s a bit more about optimization and keeping code clean and quick-running from the perspective of someone that is admittedly not extremely good at it, but is trying very … Continue reading

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Cross Dot Input… Wait what?

Another little snippet of wisdom from adventures in WP7 and XNA. Today it’s a useful little bit of trig for dealing with a particular input case… which is likely to be fairly common on a phone touchscreen, among other places. … Continue reading

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Stacks of Heaping Garbage Everywhere – Garbage Collection, Performance, and You

Ah, garbage collection. One of the high (and also low, low, low) points in favor of/against managed solutions like C#/XNA. High, because it frees you from having to lose sleep at night over your pointers and allocation and memory leaks … Continue reading

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