I have gone back and finally done some more work on my xGameConsoleXNA library for the XNA platform. The next release will be Release 2 and will mainly contain updates to how the user interacts with the console.

  1. It can now do things like scroll through the text that was written out to the console
  2. Pressing the left and right arrow keys on the keyboard you can set the insertion point for typing text
  3. If you type a really long line of text in the entry line that is too long to fit within the console the text will now gracefully scroll left or right depending on where the insertion point is
  4. More comments in the code as well as xml 'summery' comments for the methods
  5. Made a number of optomizations so some parts of the code are more simplified
  6. There are some breaking changes such as some properties have been renamed to better more understandable names. I also moved a few methods and properties out of the console class and into the ConsoleComponent class because they really were more suited being in the ConsoleComponent class.
  7. I also added a WordWrap property to the ConsoleComponent class so that text that gets written to the console will now wrap to the next line if it does not fit.
I should hopefully upload Release 2 within the next week. I would also like to mention that I noticed some of the xGameConsoleXNA code may not be 360 compatible, even though I cannot test it on the 360 because I do not have a creators club subscription. For example the LoadAlias command was using the IO.File.ReadAllLines method and the 360 xna api's do not contain the ReadAllLines method. I will try to keep an eye out for more code like that. I modified the code so that it no longer uses the ReadAllLines method but I will not be able to ensure that xGameConsoleXNA will seamlessly run on the 360 until I get a creators club subscription.

It is my intention to eventually get the xGameConsoleXNA working on the 360 but I promised myself that I would only purchase a creators club subscription after I had completed or had come close to completed a working game. So yeah, being more of a tool developer it might take me a while to get a subscription. :(

The first release of the xMessages component was really just a introduction to what I was working on. I have yet to see any other components out there that does what the xMessages component does. Anyway I updated the code (Release 2) so that it now supports a interface driven modal so that text effects and image effects can be created and applied to the message. I am still no where close to being done. There are still some minor bugs here and there, and I put a little more comments in my code. Future releases will continue to improve the code as well as provide better documentation.

Eventually I hope to write some content pipeline processors so that an entire conversation can be created and stored in a xml file and then use the content.Load method to load that whole conversations in one line of code rather then having to write many lines of code by hand to get it to do stuff. i am also thinking of writing a tool for authoring conversations and saving them out to xml files so that you do not have to write the xml files by hand. But that will not be for some time.

If you watch the updated video you can start to see what the end goal for the xMessage component is trying to achieve.

I have posted a video of the xMessage component in action to give people a sense of what it can do. You can find the video here.

I have added a new XNA based project to the XNA page called xMessage. The xMessages component is designed for in game chararacter dialog to be displayed similar to games like Final Fantasy for the NES. This component makes use of xFripperyXNA and StreamContentProcessor. Both are included in the download.

Being the first release ther are some minor issues that still need to be worked out, such as when the component is typing out text if the word being drawn will not fit within the rectangle, the partly drawn word will dissapear from the end of the line and reappear at the begining of the next line.

Other then that the component allows an image to be displayed with the text, and the text is also dynamically changes acording to the size of the dialog. When running the demo use the left mouse button to move the dialog and the right mouse button to resize the dialog.

Future editions will have support for animated images so your game could have a picture of a talking head for example. As well as better text drawing support, and the ability to display the image on the right hand side. Also planning on adding more text drawing animations.


I just uploaded a new XNA content importer/processor library to the XNA page called StreamContentProcessor. The StreamContentProcessor allows you to use simple stream based importer and/or processors, so you can read your content files as a stream using content.Load("AssetName");

I have just uploaded the third release of my still in progress Zider game engine for XNA. You can find the download on the Zider page.

Features or changes for R3
  • Updated the xGameConsoleXNA library so commands now have an array of string arguments and a new "usedAsFunction" boolean parameter. usedAsFunction when set to true means that the command is being used as a function and allows the command logic to be aware of that.
  • Added Actor support
  • Added a SceneManager to the
  • Added an abstracted "UserInputService" service (Work in progress)
  • Full 360 controller support added. So virtually everything can be done using just a gamepad controller.
  • Added layering support, so a map can have multiple layers.
  • The zider project is no longer a standalong exe, it has been change into a class library.
  • Added SMLOP: Heroes which is a game that is being developed by me that uses the zider engine to run it.
  • The engine now makes use of the content pipeline for loading game files

Lots of new content added

Published 4/8/2007 by createdbyx in Example | Games | News | Reviews | XNA
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I have ported over some more of my old content from the previous incarnations of the createdbyx.com website.
I have also decided to re upload the numerous incarnations of my old websites. You can find some of them listed here ...
The contact page can now be found by hovering your mouse over the Home link at the top of the site.

Also fixed some minor spelling mistakes and formatting on various pages. A new XNA example project wa added as well called HealthBarProject. HealthBarProject demonstrates one way to display a health bar that floats above a desired object using the Viewport.Project method and 2D sprites rendered with a SpriteBatch object. The health bar also scales itself depending on the distance from the camera's position.
View Screenshot

Site updates

Published 4/3/2007 by createdbyx in Games | Programming | XNA
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I have fixed the link to the XMLDOCContentProcessor content processor tool. It was giving a strange no access allowed error.

I also posted a new content pipeline tool called StringBuilderContentProcessors.

It seems XNA and GSE (Game Studio Express) does not ship with a simple string importer and/or processors, so you can use text files as a game asset. The TextFileContentProcessor library allows XNA developers to use regular text files as game assets using the xna content pipeline, and returns a StringBuilder object containing the text data.

I called the project TextFileContentProcessors because I intended to include StringCollection and string[] array support in subsequent releases.

I have also added a new game project I am working on called Kabombulator. It's still kind of in the prototyping phase.

Yet another xna based project that I have added to the XNA page is the XNAContentCode pre-build utility.

I am still working on release 3 of my Zider Game Engine. I have not written any code for it lately because I am taking time to think about how to proceed further with it's design and functionality, as well as taking some time to do some code refactoring.

XNA example code updates

Published 2/4/2007 by createdbyx in Example | News | XNA
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I just purchased a wired xbox 360 controller so I can test my code using the controller! I also just posted updated code for my two xna example projects ...

The examples now support the xbox 360 controller as an input device.


I have been starting to dabble in XNA the last couple of days, and have posted the code for 3 example projects I created.

I have to say that I can read and under stand the C# language and have converted a number of C# projects over to vb.net in the past. Some were small some were large, but this is the first time I have actually written, C# code. I am a vb.net only developer. I have to say, it's an annoying language to write code in. Really annoying. Particularly with case sensitivity, and method calls that don't end with () brackets. If they wanted to create a easy to use platform for making games they should have used vb.net. I am certain first timers, non programmers people who see xna as a chance to get into programming for the first time would not have found the vb language syntax as annoying and finicky as C#.

But any way I am finding it much easier to write C# code then I had expected. But hopefully the XNA team makes good and releases a vb.net flavor of XNA game studio, for us vb'ers out there.

I have setup a page just for XNA here.

Created by: X

Just another personal website in this crazy online world

Name of author Dean Lunz (aka Created by: X)
Computer programming nerd, and tech geek.
About Me -- Resume