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Posts tagged ‘XNA’

26
Mar

[Release] Gamius Type IV (v2) ships on OUYA

Mikeware is happy to announce that “Gamius Type IV” will launch exclusively on the OUYA as it ships this coming weekend. The ONLYOUYA game will be available, in full, for free during the launch period.

Gamius Type IV (v2)

Gamius Type IV is a unique, retro styled, truly one button/one switch shmup (no analog sticks here). It is primarily meant as a multiplayer game and includes both co-op and asymmetric play. Players must navigate their ship using only the single button to avoid terrain and enemies as they try accumulate the highest score. Those of you familiar with Mikeware previously, may remember the Gamius Type IV prototype (available in our old project section). The game has been significantly revamped with bug fixes and added features for the OUYA.

If you’re unfamiliar with the term or genre of ‘Shmup’, then checkout Gamasutra’s or Racketboy’s great articles on their history and evolution.

Gamius Type IV was developed in C# using XNA and ported to OUYA using the Xamarin tools and MonoGame. Want to thank ‘slygamer’ from the MonoGame team for his quick replies and assistance in using the framework on Android.

1
Nov

Moving on from Mouse Events to Multi-touch

Well, let’s try another post.  First time I’m writing a public development journal, so we’ll see how it goes.

I really just want to share knowledge I’ve gained over hard hours of research and trial and error so others can learn from my own experiences.

So, there’s some built-in manipulation support in Silverlight meant for something like zooming in or rotating an image.  Which is great if you have a simple app viewing some single object.  There’s also some handy gesture libraries emerging and some built-in support via XNA.  I found out about that from this other post here.

It’s really quite cleaver and according to the current marketplace guidelines should pass certification as its not one of the forbidden XNA references (when using Silverlight):

4.2.5 The application must not call any APIs in the Microsoft.Xna.Framework.Game assembly or the Microsoft.Xna.Framework.Graphics assembly when using any methods from the System.Windows.Controls namespace.

In either case, what I really wanted was to be able to track the specific multiple points of the player and not just some gesture they may be trying to input.

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