One thing you should do when you have a website is READ what you actually wrote, especially if your content is months or years old.
I did, and I should have done it way earlier. Our pages were full of incorrect informations about our projects and team status, and I feel the urge to apologize.
Our website was reporting we were still developing out old projects IMPACT! and Polpette, which sadly is not true.
Since the beginning of this year, we started everyting (well almost everything) from scratch and we are now working on entirely new projects.
You should now find that our website is more in-line with who we are and what we are actually doing.
A lot is happening around Studio Evil lately, good things.
This year will be really important four us, and we feel the “right moment” is approaching really fast.
If we have good timing and some luck we could actually be able to start a great adventure during the next few months.
Pre-production for our new project, codenamed “Lancelot”, is advancing.
It’s still a draft, but as the concept takes shape we become more and more confident about the possible results.
Wish us luck! :D
Hello people!
Our work on the new project is advancing, but still we don’t have anything worth showing.
While I’m writing down our design ideas and the first bits of the game’s story, Duke and Xevian are working on a prototype of our rendering pipeline, that we intend to use both in our game and tools.
Hopefully we’ll have some concept art to show during next week.
Hello coders! This time here at StudioEvil we are working hard to provide first-class solutions for our new game! So let’s start with the level editor (codename: Shibuya)
In this first sprint i’ve worked on the integration between WPF and XNA. You know: there is a problem called airspace when you try to render different DirectX surface one above the other in the same window, and both these guys uses DirectX behind the scenes…
This is obviously ugly, and solution that suffers the airspace problem have a poor integration and support of all the great things that WPF can do for your GUI. To tell the truth, if you document yourself a little bit and you have a couple of hour of good work to spend on this you can achieve something very nice, it’s not so hard! In this post i’m going to provide you some usefull links, if you are trying to achieve the same result, and also i’ll demonstrate where i’m now.
Please keep in mind that is the result of the first sprint only (we are using SCRUM) this is not even a beta, and i’ve a dozen of other ideas to add to this now, but… hey! it already works great!
A couple of nice links for you…
A MUST-READ tutorial on DirectX/WPF integration
Interesting discussion between gentlements on WPF and XNA hacking
And now the trailer of ”Wpf loves Xna” in beautyful technicolor!