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F14 XNA Game with Full Source
F14 XNA Game with Full Source
- Well here it is. I finally got my first game into a releasable state.
Screenshot, video, and full source available after the jump.
http://aroganworld.blogspot.com/2006/09/f14-xna-game.html
I couldn't have done it without the great help from this forum (and all those xna sites).
Let me know what you think.
All Replies
- That looks awesome. I loved the YouTube video! Thanks for providing the source, that's a great service you've done for the community!
- Thanks.
Oh and if anybody is interested in hosting the file let me know. I really don't have a good place to host it. It's around 4.4MB. - INCREDIBLE
arogan wrote: Thanks.
Oh and if anybody is interested in hosting the file let me know. I really don't have a good place to host it. It's around 4.4MB.How about using CodePlex?
- I can host, I just need to get it running first, getting an error but I wll try when I get home
- Yeah let me know if you have any issues.
I did d/l the zip, unzipped it to a new directory, compiled and did a test run so I think it should work.
Also, I just remembered I forgot to hook in the game over voice clip. Oops. It's in the sound bank, I just forgot to trigger it so I'll probably update the zip tonight when I get home. It was a late night last night. Damn you Microsoft for making this time sink called xna. - I tried it out. It didnt build at first due to this error:
Unable to find manifest signing certificate
I found this solution when I did a search:
"To solve, I went to the "Signing" tab of the project properties and unchecked "Sign the ClickOnce manifests". Good luck! "
Anywhoo, that fixed that problem and then the game build fine, and ran well. Good job & thanks. - New zip has been posted:
Updated v0.51
- added game over voice
- version # prints in the lower left corner
- fixed a build issue with the signing property on the project file thanks to Knight99
Thanks Knight99 for the fix!
Man the code is really a bit of a mess. I'll try and do a major cleanup by mid week if I have the time. - Nice !!!

- I was just playing through 1942 the other day on my Xbox (from the capcom collection) and was about to start on a similar game. Very nice job.
- I've just uploaded a new release:
v0.60 (9/13/06)
- cleaned up all the code. If you are at all interested in the source please make sure you grab the latest version. OO design is pretty clean now, flattened the class hierarchy a bit, cleaned up the constructors, use of texture cache is now consistent across the entire game. The following classes were removed: bullet, missle, and explosion.
- fixed the above mentioned bug on projectiles.
- Added the ability for any vehicle (enemy or player) to shoot multiple types of projectiles. I've reworked the ufo boss to now shoot 3 different projectiles each with it's own rate of fire, max shots, and speed.
- extended the level a bit with a few more squadron of fighters.
- guided missiles (both enemy and player) should make it in the next release. I've already had some good internal preliminary tests. - Excellent Arogan, and thanks for posting the source and 'helper' links. I too am a software programmer who has used C# for many years and is now taking the first steps into game programming.
arogan wrote: Thanks.
Oh and if anybody is interested in hosting the file let me know. I really don't have a good place to host it. It's around 4.4MB.http://www.sourceforge.net is another good place for hosting open source
Great game to be your first shot at it! : )
- Fyi, I finally finished porting my F14 XNA game to run under XNA 1.0.
F14 XNA v.61 (full source) - would anyone know how make it work on 360?
arogan wrote: Thanks.
Oh and if anybody is interested in hosting the file let me know. I really don't have a good place to host it. It's around 4.4MB.
You could always upload it to www.threesixbox.com. Posting your work is quick and easy.- This is freakin awesome Arogan! And it's very nice of you to make your source code available. You win at the internet!

- Somebody buy me a creator's club membership, and I'll get it to work on an x360. :-) J/k. I'm looking into possibly signing up since I've had an x360 since launch (but it's in for repairs right now).
I really do have some unique game play ideas I want to implement that I think would be really fun and separate it from most typical 2d vertical shooters but finding the time is the hard part. It would also make great use of the dual analog sticks. Anyways maybe if I get motivated enough I'll work on it some during my Christmas vacation. I picked up a ps3 and wii so I've been pretty busy playing with those. arogan wrote: I picked up a ps3 and wii so I've been pretty busy playing with those. HERESY!

- I hope you don't mind, but I've made your game available to be downloaded from my server (just in case people get annoyed with FileFront like I did ;) ).
People can download your great work here.
Just thought I'd help out in distributing it a little. Let me know if it bugs you and I'll remove it. George Clingerman wrote: I hope you don't mind, but I've made your game available to be downloaded from my server (just in case people get annoyed with FileFront like I did ;) ).
People can download your great work here.
Just thought I'd help out in distributing it a little. Let me know if it bugs you and I'll remove it.* Jim Perry thanks you, since his work filter blocks the primary download site.

George Clingerman wrote: I hope you don't mind, but I've made your game available to be downloaded from my server (just in case people get annoyed with FileFront like I did ;) ).
People can download your great work here.
Just thought I'd help out in distributing it a little. Let me know if it bugs you and I'll remove it.
Don't mind at all. Thanks. I'll update my blog post with that url listed as a mirror (if you don't mind).- I would try on the 360 but thing is I dont know if theres a easy way to cover a pc to 360 i mean lets say ur doing the tut for 3d models that same one works exactly on pc as on 360 but theres no way compile for one or the other unless u start project off as 360 or pc... so if I was doing pc for say on the road get home not sure how make work on 360 easly.
arogan wrote:
Don't mind at all. Thanks. I'll update my blog post with that url listed as a mirror (if you don't mind).
Nope, I'd be glad to mirror it. Happy to help out. And again, great job on the game and thanks for helping the community out by providing this source.- Nice game! I added a new project with Xbox360 support. You can find it here. Unfortunately, I had to disable sound in the Xbox version because it throws an exception when loading the xgs file (complaining about wrong XACT version). Maybe rebuilding the sound content files with XACT might help, but I don't have the XAP file available. I also changed the position of onscreen elements to avoid text and objects outside the visible area.
Robert - THAT GAME IS BRILLLIANT, WOW, KEEP THE GREAT WORK UP!

Robby_ks wrote: Nice game! I added a new project with Xbox360 support. You can find it here. Unfortunately, I had to disable sound in the Xbox version because it throws an exception when loading the xgs file (complaining about wrong XACT version). Maybe rebuilding the sound content files with XACT might help, but I don't have the XAP file available. I also changed the position of onscreen elements to avoid text and objects outside the visible area.
Robert
Hey thank. I've now uploaded the complete XACT project files
I hope that helps. BTW, did you have to change much code to get it to work on xbox 360?
Also, do you mind if I link to your project from my blog?- Thank you for the XACT project. I tried rebuilding, but some files still seem to be missing. I never worked with XACT before. But if I understand that tool correctly, I only need the F14.xap file and the original .wav files. The xgs, xwb, and xsb files are the created output files which can be rebuilt with the tool.
Here is a short ChangeLog to get it working on Xbox 360:
- Added actionSafeArea and titleSafeArea to Director and SceneItem to avoid items outside the visual area
- Changed all bound checks in SceneItem.cs, Player.cs, and Enemy.cs
- Fixed a bug with the ScrollingBackground which was only occurring when using small resolutions (eg. 640x480)
- Use content manager for loading of textures in BitmapFont.cs and TextureCache.cs, since Texture2D.fromFile() is not supported on Xbox 360
- Sound disabled because of missing xgs files for Xbox 360
- Using #if !XBOX360 to ignore all mouse related stuff in InputManager.cs
I already had finished an Xbox 360 version before you released your beta1-beta2 changes, so I also had to deal with the problems of porting it (gameTime, ...). Anyway, for the final version I took your XNA V1 code and only applied the above changed to get it working on the console. - Oh, and of course you can publish the Xbox port on your blog, it is your game. :-) But it would be better if we wait until the sound issues of the Xbox 360 version are finally fixed.
- Alright here are all the raw WAV files I used. It's a complete dump so some have multiple versions (like warning). I'm guessing you want to use the higher numbered versions but you might give them a listen first to see if they match up to what was in the release version.
- Ok, I rebuilt everything sound related and now it's working on my Xbox 360. I just replaced the zip file, so just re-download it and the sound should be working again. I decided to add the raw wave files as well as the compiled sound banks to the archive, so it got ~7 MB. You can remove the wave files if you think the archive is too heavy.
- Updated the blog post. Thanks for all your help. Now you've got me really tempted to go spend the $100 for the creator's club to check this thing out.
- The zip archive contains two projects, one for the Windows version and one for the Xbox 360. Both share the same code (the Xbox 360 project links to the cs-files of the F14 directory). I applied the changes to be able to compile the Windows as well as the Xbox version from the same code. It's therefore not just an Xbox 360 port, but multiplatform code.
So if you want to extend this game, it would be advisible to do that on the new project. Maybe it would be a good idea to shift the version number to 0.62 now to reflect the changes made since the last (windows only) release? - done. blog post is updated to ver .62. I made a few very minor changes besides renaming the zip file:
- unchecked the signed security stuff in the windows project
- unchecked the xbox deploy in the solution so if you just want to run it in windows it doesn't throw a compile error if you don't have a 360 with creator's club.
If anybody wants to mirror just post the url here and I'll update the blog.

