George Clingerman

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Saturday, February 04, 2012

This is why I shouldn’t blog before a cup of coffee….

 

Wake up in the morning feeling all C Sharpy
Grab my laptop by my bed, I'm going to code this pretty
Brush my teeth and my hair much later I'm sure
Cause when I'm coding an idea I ain't looking to score

I'm talking curly braces have to close, close 
Writing comments all in prose, prose.
Errors blowing up my codes, codes

Music popping, coding my favorite ideas
Pulling up, reading the tweets
Starting to get a little bit Lispy

No slop, make it top
Coding, blow that keyboard up
Today I'm going write
Till I see no sunlight
Fric, frack, errors back
But the coding just won’t stop no

Coad-oh oh oh
Coad-oh oh oh

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Posted On Saturday, February 04, 2012 10:19 AM | Feedback (1) |

Saturday, December 31, 2011

Best XBLIGs of 2011

Bestof2011 It’s the end of the year and like everyone else I’m reading the “best of” lists being posted all around the interwebs. Here’s a collection I’ve gathered of all the “best of” lists for XBLIGs.

XNADevelopment – Best XBLIGs of 2011

If you have your own, let me know and I’ll get you added to my collection. There’s quite a few gems I missed that I’m seeing on those lists so I’m looking forward to doing some gaming as I ring in the New Year!

Happy New Year everyone!

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Posted On Saturday, December 31, 2011 5:38 PM | Feedback (0) |

Sunday, May 22, 2011

XNA Notes 020

 

Been a busy week for me, wish it was full of XNA stuff and that is why I’m busy (and that the notes are late…again) but not the case. I’m just going to have to figure out a better way of integrating the XNA Notes into some of the stuff going on lately or maybe change my life situation so these things aren’t going on. I’m working on figuring it out both ways. But you don’t come here to read about my personal stuff, you come to see what the XNA community has been up to!

So without further ado, here’s what I saw happening this week in the XNA community!

 

Time Critical XNA News:

  • June 14th is fast approaching and is the drop dead date for your Dream Build Play submissions! Let my voice of experience guide you, DO NOT WAY TO JUNE 14th TO SUBMIT YOUR GAME! Seriously, every year we have people toeing right up to that date and you have a very, very good chance of missing the deadline because something always inevitably happens when 1,000s of submissions are sent to the server at the same time. Plan to submit days early to make sure your game gets processed and accept BEFORE June 14th.

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

 

XNA Development:

Windows Phone 7:

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Posted On Sunday, May 22, 2011 11:31 AM | Feedback (10) |

Friday, May 13, 2011

XNA Notes 019

 

This has been a fantastic week of XNA activity and news. Standing ovation the the XNA Team for the interaction they’ve been having with the community as well as the new features they’ve been rolling out for Xbox LIVE Indie Game developers. Simply outstanding and I can’t wait to see what might be coming next.

It’s also been a fun week to watch people’s Dream Build Play projects inch ever closer to completion. With the submission deadline coming up in June this is the crunch time for many developers. Keep your eye on your favorite game developers twitter accounts with the late nights that are sure to come, I’m sure there will be some amazing things that will be tweeted.

Now on to what I caught happening in the XNA Community…

 

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

Windows Phone 7:

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Posted On Friday, May 13, 2011 9:56 AM | Feedback (4) |

Friday, May 06, 2011

XNA Notes 018

 

It’s not often I let my personal life creep into affecting the things I’m involved in and doing. I usually let my hobbies kind of get me through the tough parts. And while I’ve been having fun distracting myself with playing games and coding this week, I’ll admit my eye wasn’t on the community like it normally is. I apologize for the late posting of the notes and for how light and sparse they are. I’m sure there was more going on in the XNA community (and if you were missed in this weeks notes, shoot me an email and I’ll either add you or get you into next weeks!).

Even still, with just a glance here and there, I was still impressed with the size of the list of items that was collected. The XNA Community is fully of busy bees and here’s what I noticed.

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

Game Development:

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Posted On Friday, May 06, 2011 11:08 PM | Feedback (4) |

Friday, April 29, 2011

XNA Notes 017

 

This week has been an interesting one. Lots of ups and downs in the XNA Community and lots of things that we’re not sure yet if it’s an up or down. One of the biggest changes that happened was that the Top Downloads list on Xbox.com and on the Xbox dashboard is now calculated differently for Xbox LIVE Indie Games. It’s still not clear what impact this is going to have (although I know it feels pretty clear to some of you in the community!) but this lead to some interesting things.

One, we got to see Xbox LIVE Indie Games mixed into the master best selling list with Xbox LIVE Arcade and retail titles. The screenshots of that will be in my mind (and on my hard drive) forever. That was pretty awesome to see and I’m looking forward to a day where that is the reality of things.

Two (and I think this point got lost in the panic of whether this was a good thing or not), the XNA Team DID SOMETHING. Not only did they do something, but they communicated with the community about it afterwards and they’re still talking to us. That is unbelievably fantastic and I’m standing up and giving them a slow clap right now. Nicely done, let’s see some more of that and I guarantee you this community will respond by making more and more awesome content and games for all your platforms.

Now on to what’s been happening in the XNA community…

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG)

XNA Development:

Windows Phone 7:

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Posted On Friday, April 29, 2011 9:53 AM | Feedback (2) |

Friday, April 22, 2011

XNA Notes 016

 

This has been kind of a crappy week for me. Kids are all puking like crazy so I’m up most nights taking care of them. Fun times being a day! (I have 4 kids in case you didn’t know!). And while my kids have been puking, the community has been busy puking too. Puking up a ton of awesomeness! Yeah…probably not the best analogy but I’m tired.

I did want to take the time to point out one thing that resonated loudly with me this week. You’ll see some interviews with Kris Steele by Steven Hurdle. In that interview, Steven brings up a good point. Are we using the wrong hash tags on twitter? Typically when we tweet about our games or Xbox LIVE Indie Games in general, we tend to use the #xna and #xblig hashtags with occasionally the #xbox hashtag thrown in for good measure. But what are the gamers using? Are we really just advertising the games to the people that already know about them? That’s something definitely worth thinking about. And if someone knows the answer to “what hashtags do Xbox 360 gamers from casual to hardcore use?” please let me and the rest of the Xbox LIVE Indie Game community know!

And now on to the what’s happening in the XNA community!

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

Windows Phone 7:

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Posted On Friday, April 22, 2011 10:31 AM | Feedback (7) |

Friday, April 15, 2011

XNA Notes 015

 

MIX 11 happened this past week and I’m still trying to find and catch up on all the announcements changes that came from that. It looks like we can now use XNA on the web via Silverlight (and am I reading that we can do 3d?). We can now use Silverlight in our XNA projects with Windows Phone 7 (yay for having an easy way to make UI’s in XNA now!). And I’m still searching around to see if there were any other big news. The Silverlight + XNA news is pretty big because that opens up a lot of new game development avenues that weren’t available to XNA developers before. Social networking in our game? Yeah, I’ll take some of that.

Despite all the excitement coming out of MIX 11 it really didn’t grab center stage in the community because there we so many other exciting things happening. Here’s what I noticed…

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

 

Xbox LIVE Indie Games (XBLIG):

XNA Development:

Windows Phone 7:

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Posted On Friday, April 15, 2011 9:07 AM | Feedback (2) |

Friday, April 08, 2011

XNA Notes 014

 

What a crazy week! Big game releases from the XNA Community, podcasts, reviews, interviews, new educational content being posted and all sorts of upcoming titles that I’m excited about. If there was ever a week that I missed stuff, this was the week. Seemed like every time I glanced at twitter or checked my RSS feeds there was some interesting and new XNA thing going on. No need for me to try and convince you, just like at the size of this weeks XNA Notes!

Time Critical XNA News:

XNA Team:

XNA MVPs:

  • I’m either missing what the XNA MVPs are doing (which is my guess)…or we’re not doing anything! So yeah, if you’re an XNA MVP make sure to let me know what you’re doing and where your blog/site is so this section has a bit more content.

XNA Developers:

Xbox LIVE Indie Games:

XNA Development:

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Posted On Friday, April 08, 2011 9:55 AM | Feedback (13) |

Friday, April 01, 2011

XNA Notes 013

Today is April Fool's day...and apparently I fooled quite a few people with my post earlier today! Sorry if you were outraged, concerned (or maybe you were happy and elated?) but I am not losing my MVP status. I'm still an XNA MVP and hope to remain one for as long as XNA is around. I really love the technology and this community!

Something that was NOT an April fool's joke however, there are now two new XNA MVPs (well only two knew that I'm aware of, if there's more, please make yourself known!). Congratulations to Michael McLaughlin and John Defenbaugh for this recent award, you guys truly deserve the honor. Thanks for everything the both of you have done for the community this past year.

With all the announcements done, let's get on to what I noticed going on in the XNA community this past week.

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:



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Posted On Friday, April 01, 2011 7:59 PM | Feedback (3) |

XNA Notes 0013: So long and thanks for all the fish.

[What you see below was an April Fool's Joke! I am still an MVP and was already re-awarded for the year back in January!  I'm still laughing at how many people this fooled (although I did feel a little bad when I saw all the nice comments being made) It was kind of like faking your own death, I got to read a so many wonderful things about me and it was really quite touching just how many people reached out to me or got really upset or angry about this news. Thanks for the concern, but I am still an XNA MVP and plan to be for a very long time! Sorry for any confusion and Happy April Fool's Day!]

Really only one note I’m going to bring up today because it’s all that’s been on my mind this past week.

In the MVP world there’s an ebb and flow. New MVPs come and old MVPs go. Microsoft, in recognizing that the old batch of XNA MVPs had gotten a little stale (and probably too whiny and annoying) appears to have brought in a new crop and discontinued some of the old. It was a good 5 years. I had a lot of fun with the community and I’ll probably still be around.

Losing my XNA MVP status has made me take a step back and re-evaluate just why it is I’m so involved like I am. I never thought it was because of the tag that Microsoft gave me, but when I got the email that my XNA MVP status had been discontinued, I have to admit I feel like throwing in the towel. So here I am sitting with a ton of good memories but also looking at a LOT of time that I wasted doing things for others and not for myself. And honestly I’m not sure it was worth it.

I also want to say that I’m really sorry I let the XNA community down. I feel like I kind of failed you as an XNA MVP and maybe it’s a good thing that Microsoft has swapped me out.

Anyway, I don’t want to take away from those new XNA MVP awardees, this is me passing the torch and I want to say best of luck to you guys. Maybe you guys can find the right words to appeal to Microsoft to make the changes I never could. Most of all congratulations for your new award, you guys really deserve it!

Really looking forward to seeing what these new batch of guys do for the community. Good luck everyone and it’s time for me to figure out just what exactly I want to fill the hours of my free time with now. It’s been fun.

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Posted On Friday, April 01, 2011 9:59 AM | Feedback (21) |

Friday, March 25, 2011

XNA Notes 012

 

This week was a busy one for the XNA Community and one that had a series of ups and downs. You might have noticed by now (or maybe you haven’t and I shouldn’t be pointing this out..) that I tend to only point out the ups. That’s very much on purpose and something I thought long and hard about before I started doing XNA Notes.

It’s too easy to let the bad stuff spread like a virus and seem overwhelming (something to do with human nature and there’s probably a science and psychology behind it). When the bad spreads like that, we tend to forget all the good things that are going on. So since the lows are being covered so well by everyone else, I just record our highs. This is the best of what’s going on in the XNA community. It might be a biased view, but we’ve got to start learning to put our best face forward. I don’t do this to cover it up, but more because I don’t want the good being overshadowed or forgotten. So I’m not fair and un-biased here, this is definitely only one side of the coin and hopefully that works for everyone.

The new dashboard list by Kotaku is an example of a FANTASTIC and positive sign for Xbox LIVE Indie Games. Kotaku is a huge site and the list they chose looks like they put some serious thought into it. I’m really looking forward to the next update of that list and can’t wait to see what they pick next. Also going to be interesting to see what traffic that drives in for people on the list.

Also don’t forget, if you feel I’m missing something really cool going on in this community or if you have suggestions for how I should be doing this differently, let me know either via the comments, twitter or email! My email is posted at the bottom of every page on my tutorial site, so I’m pretty easy to contact!

So here it is, here’s the spotlight on what awesome things are happening in this community.

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

 

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Posted On Friday, March 25, 2011 9:58 AM | Feedback (3) |

Friday, March 18, 2011

XNA Notes 011

 

Even with a lot of the XNA community working on Dream Build Play entries ( I swear I’m going to finish mine this year!) people are still finding time to do side projects and be amazingly active in the XNA and XBLIG community. With my one eye on my code and one eye on the community, here’s what I noticed these over achievers doing this past week!

Time Critical XNA News:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

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Posted On Friday, March 18, 2011 10:41 AM | Feedback (1) |

Tuesday, March 15, 2011

MVP Summit 2011 summary and thoughts: The “I hope I don’t cross a line and lose my MVP status” post

I've been wanting to write this post summarizing my thoughts about the MVP summit but have been dragging my feet since it's a very difficult one to write. However seeing Andy (http://forums.create.msdn.com/forums/t/77625.aspx) and Catalin (http://www.catalinzima.com/2011/03/mvp-summit-2011/) and Chris (http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx) post about it has encouraged me to finally take the plunge. I'm going to have to write carefully though because I'm going to be dancing around a ton of NDA mine fields as well as having to walk the tight-rope of not sending the wrong message or having people read too much into what I'm saying. I want to note that most of what I'm about to say is just based on my observations, they're not thoughts that Microsoft has asked me to pass along and they're not things I heard Microsoft say. It's just me sharing what I think after going to the MVP summit.

Let's start off with a short imaginary question and answer session.

  •     Has the App Hub forums and XBLIG management been rather poor by Microsoft? Yes.
  •     Do I think we're going to see changes to that overnight? No.
  •     Will it continue to look bad from the outside? Somewhat.

Confusing right? Well that's kind of how things are right now. Lots of confusion. XNA is doing AWESOME. Like, really, really awesome. As a result of that awesomeness, XNA is on three major platforms: Xbox 360, WP7 and PC. This means that internally Microsoft is really excited and invested in the technology.

That's fantastic for XNA and really should show you the future the framework has. It's here to stay. So why are Xbox LIVE Indie Game developers feeling so much pain? The ironic thing is that pain is being caused by the success of XNA.

When XNA was just a small thing, there was more freedom and more focus. It was just us and them. We were an only child. Now our family has grown and everyone has and wants some time with XNA. This gets XNA pulled in all directions and as it moves onto new platforms, it plays catch up trying to get those platforms up to speed to where Xbox LIVE Indie Games has grown. Forums, documentation, educational content. They all need to be there because Xbox LIVE Indie Games has all of that and more.

Along with the catch up in features/documentation/awesomeness there's the catch up that the people on the team have to play. New platforms and new areas of development mean new players and those new guys don't have the history of being around from the beginning. This leads to a lack of understanding at times just how important some things are because they seem so small and insignificant (Rich Text defaulting for new forum profiles would be one things that jumps to mind). If you're not aware that the forums have become more than just a basic Q&A, if you're not aware that they're a central hub to a very active community, then you don't understand why that small change should be prioritized over something else. New people have to get caught up and figure out how to make a framework and central forum site work for everyone it's now serving.

So yeah, a lot of our pain this last year has been simply that XNA is doing well and XBLIG is doing well so the focus was shifted to catch other things up. It hurts when a parent seems to not have any time for you and they're spending some much time with your new baby brother. Growing pains. All families and in our case our product family experience it to some degree. I think as WP7 matures we'll see the team figuring out how to give everyone the right amount of attention.

While we're talking about some of our growing pains, it is also important to note (although not really an excuse) that the Xbox LIVE Arcade developers complain about many of the same things that we do. If you paid attention to talks and information coming out of GDC 2011, most of the the XBLA guys were saying things that sounded eerily similar to what the XBLIG developers are saying (Scott Nichols from GayGamer.net noticed http://twitter.com/#!/NaviFairyGG/status/43540379206811650). Does this mean we should just accept the status quo since we're being treated exactly the same? No way. However it DOES show that the way we're being treated is no indication of the stability and future of the platform, it's just Microsoft dropping the communication ball on two playing fields. We're not alone and we're not even being treated worse. Not great, but also in a weird way a very good sign.

Now on to a few tidbits I think I CAN share from the summit (I'm really crossing my fingers I'm not stepping over some NDA line I shouldn't be). First, I discovered that the XBLIG user base is bigger than I personally had originally estimated. I won't give the exact numbers (although we did beg Microsoft to release some of these numbers so maybe someday?) but it was much larger than my original guestimates and I was pleasantly surprised. Maybe some of you guys had the right number when you were guessing, but I know that mine was much too low. And even MORE importantly the number of users/shoppers is growing at a steady pace as well. Our market is growing! That was fantastic news and really something that I had to share.

On to the community manager discussion. It was mentioned. I was mentioned. I blushed. Nothing more to report there than the blush in my cheeks was a light crimson color. If I ever see a job description posted for that position I have a resume waiting in the wings. I can't deny that I think that would be my dream job...

...so after I finished blushing, the MVPs did make it very, very clear that the communication has to improve. Community manager or not the single biggest pain point with the Xbox LIVE Indie Game community has been a lack of communication. I have seen dramatic improvement in the team responding to MVPs and I'm even seeing more communication from them on the forums so I'm hoping that's a long term change. I really think they understood the issue, the problem remains how to open that communication channel in a way that was sustainable. I think they'll get it figured out and hopefully that's sooner rather than later.

During the summit, you may have seen me tweeting about how I was "that guy" (http://twitter.com/#!/clingermangw/status/42740432471470081). You also may have noticed that Andy and Catalin both mentioned me in their summit write ups. I may have come on a bit strong while I was there...went a little out of character for myself. I've been agitated for a while with the way things have been and I've been listening to you guys and hearing you guys be agitated. I'm also watching some really awesome indie game developers looking elsewhere and leaving the platform. Some of them we might not have been able to keep even with changes, but others are only leaving because of perceptions and lack of communication from Microsoft. And that pisses me off. And I let Microsoft know that I was pissed off. You made your list and I took that list and verbalized it. I verbalized the hell out of it. [It was actually mentioned that I'm a lot nicer on the forums and in email than I am in person...I felt bad about that, but I couldn't stay silent]. Hopefully it did something guys, I really did try hard to get the message across.

Along with my agitation, I also brought some pride. I mentioned several things in person to the team that I was particularly proud of. From people in the community that are doing an awesome job, to the re-launch of XboxIndies that was going on that week and even gamers like Steven Hurdle (http://writingsofmassdeduction.com/) who have purchased one XBLIG every day for over 100 days now. The community is freaking rocking it and I made sure to highlight that.

HangInThere So in conclusion, I'd just like to say hang in there (you know, like that picture of the cat).

If you've been worried about investing in Xbox LIVE Indie Games because you think it's on shaky ground. It's not. Dream Build Play being about the Xbox 360 should have helped a little to point that out. The team is really scrambling around trying to figure things out and make improvements all around. There’s quite a few new gals and guys and it's going to take them time to catch up and there are a lot of constantly shifting priorities. We all have one toy, one team and we're fighting for time with it.

It's also time for the community to continue spreading our wings and going out on our own more often. The Indie Game Winter Uprising was a fantastic example of that. We took things into our own hands and it got noticed and Microsoft got behind it. They do every time we stand up and do something (look at how many Microsoft employees tweeted, wrote about the re-launch of XboxIndies.com or the support I've gotten from them for my weekly XNA Notes). XNA is here to stay, it's time for us to stop being scared of that and figure out how to make our own games the successes they should be.

There's definitely a list of things that need to be fixed, things that should be improved and I think we should definitely keep vocal about that with Microsoft. Keep it short, focused and prioritized. There's also a lot of things we can do ourselves while we're waiting on them to fix and change things. Lots of ways we can compensate for particular weaknesses in the channel. The kind of stuff that we can step up and do ourselves.

Do it on our own, you know, the way Indies always do. And I'm really looking forward to watching us do just that.

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Posted On Tuesday, March 15, 2011 12:55 AM | Feedback (5) |

Friday, March 11, 2011

XNA Notes 010

 

With GDC 2011 wrapping up there were a LOT of great interviews and posts with and about XNA and XBLIG and some of our more notorious developers. Definitely worth spending many, many hours watching, listening and reading all those. Very inspiring! Also, don’t forget to get signed up for Dream Build Play! And just as an early warning reminder do NOT, I repeat do NOT wait to submit your game the last day. There are major issues submitting the last day every year and you do not want all your hard work to be hanging on whether your entry actually went through in that last day. Plan on submitting a few days if not a week before. I’m serious, you’ll thank yourself later!

Now on to what’s happening in the XNA community!

Time Critical XNA News:

XNA Team:

XNA MVPs:

XNA Developers:

Xbox LIVE Indie Games (XBLIG):

XNA Development:

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Posted On Friday, March 11, 2011 10:41 AM | Feedback (1) |

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