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@matchristian
  • matchristian "Ever seen River Monsters where the fish go after male genitalia?" No, Trigs cashier, I have not. #awkward about 20 hours ago
  • matchristian Filming fact: Sriracha is an acceptable form of fake blood, except now my arm smells like Chinese food. about 20 hours ago
  • matchristian The guy next to me is freaking out about how there's 'too much texting and email' now. You, good sir, are obsolete. about 2 days ago
  • matchristian Really want to practice bball tonight, think I'll see if the court is free after haircut. *fingers crossed* about 3 days ago

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Code.Blog Code Talk for the Game Developer Updates
Niln: An Original Mod for The Elder Scrolls: Oblivion
Here is what I am currently working on, a mod called Niln for the PC game The Elder Scrolls: Oblivion. Niln is designed to be a new settlement on the outskirts of the Imperial City featuring around 10 new buildings with new NPCs all featuring brand new voice overs. Included are about 5 seperate quest lines for the player to complete. Here are some screen shots: There are two primary ways you can get information about the mod other than this blog. They are: http://nilnmod.wordpress.com http://www.moddb.com/mods/niln ......

Posted On Wednesday, July 27, 2011 9:22 PM

A Return To Tech
Wow, it has been awhile, so let's do some catching up. In January 2011 I joined a local gym and have since been pretty dedicated to that and work leaving me little to no time for personal projects (although I've lost almost 40 lbs!). This includes both this blog, posting at Gamasutra, the Deep Fried Devcast, and anything else. Add to this my recent increased interest in music and guitar and I've been left with very little extra time. In fact, I've changed so much about the way I spend my time that ......

Posted On Tuesday, July 26, 2011 2:29 PM

Ambush Beta Released!!!

Last night I finished the core functionality of Ambush, an Asteroids-style clone I made while developing RhinoXNA.

You can find the game and source code at my website here.

There are some tweaks that need to be made before the game is finalized (such as asteroid defect updates and some other gameplay oriented tweeks like ship speed and such).

Hope you guys like it, and I'd love some feedback.

Posted On Friday, October 8, 2010 1:36 AM

Gamasutra Column
Most people who Google some form of 'business' and 'games' typically comes across this awesome site that I've read for quite awhile now called Gamasutra.com. Gamasutra features loads of info on the business and development side of games as well as job postings and blogs by experts and site members. I've been a mamber there for quite awhile now but only started posting there. In fact, today's post there is an updated version of something I posted here. Everything I'm going to be posting there is going ......

Posted On Monday, September 27, 2010 5:52 AM

Ambush Check List
So if you haven't noticed by the loads of info I'm mentioned about it, I'm working on an Asteroids clone called Ambush using RhinoXNA (a graphics library I developed over XNA). I've been working on it for a month or two now and here is a list of what I have left to do: Must Haves Collision (asteroids, ship, bullet) Ability to shoot bullets Lives and player ship death (including returning to main menu after Game Over) Finish Help Menu Nice To Haves RhinoXNA splash screen Intro story Game story Multiplayer ......

Posted On Monday, September 20, 2010 6:22 AM

RhinoXNA 0.0.1 Released (First Alpha)

The first alpha of RhinoXNA has been released, go check it out at http://rhinoxna.codeplex.com and let me know what you think!

 

Posted On Thursday, September 2, 2010 3:48 AM

Working For A Livin'
I have been up to mucho in the past few weeks and nothing at the same time. I'm currently in the process of re-designing InsideGamer.org to be my personal portfolio with a whole new color scheme and layout (including a new web host!). I'm continuing work on Project Ambush which is the first full game to use the open source library I'm developing, RhinoXNA. Not to mention several books I've read and games I've completed. All this on top of a 40-hour/week salary job. All work and no play makes Matt ......

Posted On Tuesday, August 31, 2010 6:29 AM

RhinoXNA
For awhile now I've worked on refactoring a big chunk of code that I've used numerous times over and have been refactoring in much smaller doses but now I'm taking all the code I've written in XNA (mostly) and creating a reusable function library to make using XNA even easier. Enter, RhinoXNA, providing users with: Ability to render 2D (sprites, fonts) and 3D (3D needs work yet) Extendable objects to quickly create game menus, player HUD, and game levels Built-in, extendable achievement-like system ......

Posted On Friday, July 30, 2010 2:33 AM

Deep Fried Devcast - Episode 2 (Lost in Translation)

Episode 2 of the Deep Fried Devcast has been released and is available on iTunes and for streaming at www.deepfrieddevcast.com  In this extra long episode we talk about the recent trend of board games being translated into video games and vice versa.

Listen and you could win a copy of Ticket to Ride for the Xbox 360!

Posted On Friday, July 16, 2010 1:55 AM

Deep Fried Devcast - Episode 1 (Chatting XNA with Zman and Clingerman)

The first episode of the Deep Fried Devcast is up for download and stream at www.deepfrieddevcast.com.  In the first episode we talk with Andy 'Zman' Dunn and George Clingerman (of GWB fame!) about XNA, game development, and their Xbox Indie Game, Kissy Poo.

You can even win a copy of Kissy Poo!

Make sure you stop by the forums and please subscribe on iTunes if you like it and want to hear more.  New shows ever 2 weeks!

Posted On Tuesday, June 29, 2010 2:04 AM

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