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		<title>SpriteWorks2 Beta Now Available</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/p4q6nz-kGS8/673</link>
		<comments>http://www.envygames.com/content/index.php/archives/673#comments</comments>
		<pubDate>Fri, 31 Jul 2009 23:08:34 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Tools Announcements]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=673</guid>
		<description><![CDATA[Featured in Michael Snow’s book, &#8220;Game Programming with Silverlight&#8221; and Blog, SpriteWorks is an fast and easy solution for creating animated sprite sheets for 2D games from existing 3D models. SpriteWorks was created last year, based on the XNA graphics framework. As such, it required VisualStudio 2008 and the XNA Framework to be installed as [...]]]></description>
			<content:encoded><![CDATA[<p>Featured in Michael Snow’s book, <a href="http://www.amazon.com/Game-Programming-Silverlight-Michael-Snow/dp/1598639064/ref=sr_1_1?ie=UTF8&amp;qid=1249077333&amp;sr=8-1" target="_blank">&#8220;Game Programming with Silverlight&#8221;</a> and <a href="silverlight.net/blogs/msnow/archive/2009/03/02/silverlight-tip-of-the-day-97-creating-sprites-from-3d-models-envygames.aspx" target="_blank">Blog</a>, SpriteWorks is an fast and easy solution for creating animated sprite sheets for 2D games from existing 3D models. SpriteWorks was created last year, based on the XNA graphics framework. As such, it required VisualStudio 2008 and the XNA Framework to be installed as well. But no longer.</p>
<p>SpriteWorks2 is a complete overhaul from the ground up. It&#8217;s foundation has shifted from XNA to T3D and comes with a new look and a lot of great improvements. But the process of taking 3D models and generating animated sprite sheets for 2D games is the same. Existing customers are using SpriteWorks to create art for iPhone, TGB, and Torque X 2D games.</p>
<p> </p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/07/sw1.jpg"><img class="aligncenter size-full wp-image-674" title="sw1" src="http://www.envygames.com/content/wp-content/uploads/2009/07/sw1.jpg" alt="sw1" width="650" height="374" /></a></p>
<h3>Collada 3D Support</h3>
<p>One of the biggest features is support for the Collada 3D format. Collada is a popular 3D format that&#8217;s supported by every major 3D editor, including 3D Studio Max, Maya, XSI, and Blender. You can easily load your 3D models into SpriteWorks via Collada export.</p>
<h3>New Lighting</h3>
<p>SpriteWorks2 also offers even better lighting support. Now you can change the brightness and color of the light source, resulting in unique rendering effects. You can also use a mouse to drag the source light into position. You can also apply post-process image effects, such as blur, to add even more to your sprite sheets.</p>
<h3>New Usability</h3>
<p>Lastly, overall usability was closely reviewed and improved to make it as easy and efficient as possible to bring in 3D models, pose them, and produce animated sprite sheets. In addition to the existing camera sliders, you can drag the mouse around to move and rotate the model into position.</p>
<p><em>Position your mouse at the top-left corner of the viewport to reveal a popup menu that controls model placement and orientation by mouse. You can either capture a single frame of animation or create an entire animated sprite sheet.</em></p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/07/sw2.jpg"><img class="aligncenter size-full wp-image-676" title="sw2" src="http://www.envygames.com/content/wp-content/uploads/2009/07/sw2.jpg" alt="sw2" width="650" height="375" /></a></p>
<p><em>After specifying how many animated cells you want, press the Create Sprite button to create an anti-aliased, translucent sprite sheet similare to the one below. An image like this can quickly add 3D graphic art to your T2D, iTGB, or Torque X 2D game. Manny existing customers are using SpriteWorks to create content for Flash and Silverlight Web games.</em></p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/07/sw3.jpg"><img class="aligncenter size-full wp-image-677" title="sw3" src="http://www.envygames.com/content/wp-content/uploads/2009/07/sw3.jpg" alt="sw3" width="450" height="450" /></a></p>
<p>But quickly migrating the original SpriteWorks functionality based on XNA to T3D was not a quick task. Game developer <a href="www.garagegames.com/account/profile/109975" target="_blank">Daniel Hopkins</a> was a tremendous help in getting key functionality working in a very short period. He&#8217;s a fantastic T3D developer and deserves a ton of credit for his contribution.</p>
<h3>The Future of SpriteWorks</h3>
<p>SpriteWorks2 is definitely a huge leap forward from the original release, but it&#8217;s also just the beginning. The plan to quickly move over from XNA to T3D was meant to open new development possibilities, such as Mac OS platform release, support for even more 3D formats, and enabling new post-process effects, such as glow and cartoon rendering.</p>
<h3>Availability</h3>
<p>Existing SpriteWorks customers may now download the latest Beta release of SpriteWorks2 for Free from their download page on the EnvyGames website. For more information about SpriteWorks, please visit the <a href="http://www.envygames.com/content/index.php/tools/turn-3d-models-into-2d-animated-sprites" target="_blank">]SpriteWorks</a> product page.</p>
<p><span style="color: #ff0000;"><strong>Beta Note: The SpriteWorks2 Beta will only load 3D shapes located within the Application&#8217;s root directory or below.  <span style="text-decoration: underline;">C:\Program Files\EnvyGames\SpriteWorks2</span></strong>  <em>(Default)</em></span></p>
<p>John K.<br />
<a href="http://www.envygames.com">www.envygames.com</a></p>
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		<title>PlayBits Limited Beta 1 Release</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/gOFv4PsSEJA/662</link>
		<comments>http://www.envygames.com/content/index.php/archives/662#comments</comments>
		<pubDate>Mon, 13 Jul 2009 20:56:45 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=662</guid>
		<description><![CDATA[With the launch of Silverlight 3, we&#8217;ve rolled out the first round Early Adopter Beta testing over the weekend. Participants were selected from the first few that contacted us directly. We&#8217;ve kept the pool of first round of Beta testers small to limit the impacts of any breaking changes to the framework. Once the first [...]]]></description>
			<content:encoded><![CDATA[<p>With the launch of Silverlight 3, we&#8217;ve rolled out the first round Early Adopter Beta testing over the weekend. Participants were selected from the first few that contacted us directly. We&#8217;ve kept the pool of first round of Beta testers small to limit the impacts of any breaking changes to the framework. Once the first round of testers have taken a couple weeks to go through the SDK, we should be able to expand the testing population even more to include additional game developers.</p>
<p>In the meantime, the PlayBits Silverlight game engine is getting a new home at www.playbits.com. This new dedicated Website will be online soon and take over with detailed product updates, demo games, support forums, and more. Also, Josef Rogovsky will take on the task of providing further product updates and developer relations.</p>
<p>As for the game engine itself, it has been updated to incorporate the very latest changes in Silverlight 3. There&#8217;s now full support for GPU hardware acceleration, which has dramatically increased performance. There&#8217;s complete support for pixel shader effects. Also, the game engine footprint size has come down significantly, resulting in even faster download time.</p>
<p>We&#8217;re very excited to take PlayBits to the next level of Early Adopter Beta testing and then onwards to full product release. We&#8217;re encouraged and excited about the flood of responses we&#8217;re getting from interested developers and want to do everything we can to ensure that PlayBits will meet your needs to quickly develop feature-rich games for the Web.</p>
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		<title>PlayBits Launch Date: July 10th</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/xSNKvWNI0fc/573</link>
		<comments>http://www.envygames.com/content/index.php/archives/573#comments</comments>
		<pubDate>Tue, 23 Jun 2009 22:24:33 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[PlayBits Updates]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=573</guid>
		<description><![CDATA[We&#8217;ve been hard at work to make the PlayBits Silverlight Game engine as fast, feature rich, and flexible as possible to make turn it into the easiest way to create games for the Web. Now that Microsoft has announced the Silverlight 3 release date of July 10th, we&#8217;re matching that with the release of PlayBits on the [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve been hard at work to make the PlayBits Silverlight Game engine as fast, feature rich, and flexible as possible to make turn it into the easiest way to create games for the Web. Now that Microsoft has announced the Silverlight 3 release date of July 10th, we&#8217;re matching that with the release of PlayBits on the same day.</p>
<p>The PlayBits launch date is now set in stone for July 10, 2009. We&#8217;ll launch with the same Early Adopter program described in the last post with the same benefits of discounted pricing, extended support service, and customer feedback driving direction. The EA program will end on August 31, 2009 as we formally launch the locked-down official release.</p>
<p>We originally targeted a release date of July 30, so why did we change it? Our original plan was to release a Silverlight 2.0 compatible version of PlayBits and then later a Silverlight 3.0 compatible version. This would have left 2 distinct versions of our SDK and tools out in the market. However, now that Microsoft has announced their July 10th launch date, we can align our product launch so that only one version of our game development SDK is out there. This means less confusion for everyone and sharper focus on our Silverlight 3.0 features and testing.</p>
<p>Over the next couple of weeks, leading up to our July 10 launch, several sample games will be posted to our Website for everyone to interact with and try out different features of the game engine. I will also be posting more videos and a detailed list of our features. Our online forums are also just about to open up so that we can start sharing answers to your questions.</p>
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		<title>PlayBits Game Engine Preparing for Launch</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/gJbeJyfoYbU/532</link>
		<comments>http://www.envygames.com/content/index.php/archives/532#comments</comments>
		<pubDate>Sat, 06 Jun 2009 00:06:50 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PlayBits Updates]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=532</guid>
		<description><![CDATA[We&#8217;re at T-minus 25 days and counting down to the launch of the the PlayBits Silverlight Game Engine&#8217;s Early Adopter program. PlayBits, now in full private Beta testing, is only weeks away from openning up to the public for pre-release access. The Early Adopter program was inspired by the large number of responses we have [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re at T-minus 25 days and counting down to the launch of the the PlayBits Silverlight Game Engine&#8217;s Early Adopter program. PlayBits, now in full private Beta testing, is only weeks away from openning up to the public for pre-release access. The Early Adopter program was inspired by the large number of responses we have been receiving for early access to the game engine bits. The Early Adopter program comes with the following benefits:</p>
<ul>
<li>Immediate access to the PlayBits Silverlight game engine and tools</li>
<li>Access to private online support forums</li>
<li>Discounted price of $149, from the full retail price of $299</li>
<li>Extended maintenance upgrade period</li>
<li>Influence the direction and features of the engine</li>
</ul>
<p>PlayBits is currenlty running fast and lean with Silverlight 2.0 and Expression Blend 2.5 and we&#8217;re already testing with the advanced features of Silverlight 3 and Expression Blend 3. The formal release of PlayBits 1.0 will coincide with the launch of Silverlight 3.0. But rather than keep everyone in the dark until then, we&#8217;re offering early and immediate access to the product, with a great price and lots of benefits.</p>
<p>Early Adopter licensing will come with immediate access to the PlayBits Forums. Our team will be active within the private forums, supporting questions, offering ideas, and more.</p>
<p>The retail price for the PlayBits Silverlight Game Engine is $299. The Early Adopter price comes with a big discount, priced at $149. When the final release launches, Early Adopters can immediately upgrade to the full release at no cost.</p>
<p>All PlayBits licenses come with a year of free maintenance updates. The Early Adopter licensees will receive the same year benefit beginning at the final release launch &#8211; plus &#8211; the period between Early Adopter purchase and the final release launch.</p>
<p>Early Adopters also have the advantage of infuencing the PlayBits team with product feedback, ideas, and feature requests. Our goal is to make Silverlight an amazing platform for Web game development and your Web game projects can help make that happen.</p>
<p>The Early Adopter program launches publicly on June 30, 2009 and will extend until the formal product release date this Fall. For questions about the release or the Early Adopter program, feel free to contact us at: <a href="mailto:contact@envygames.com">contact@envygames.com</a> .</p>
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		<title>Rapid Silverlight Game Development</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/KmuAWXiJifk/503</link>
		<comments>http://www.envygames.com/content/index.php/archives/503#comments</comments>
		<pubDate>Tue, 21 Apr 2009 09:39:02 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PlayBits Updates]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=503</guid>
		<description><![CDATA[The PlayBits Silverlight Game Engine is making terrific progress and is quickly approaching its first release. The vision behind PlayBits has always been to empower Web game developers with the ability to quickly prototype and produce online games.
It’s no doubt that Silverlight already offers amazing functionality and extensive support for images, sounds, videos, and animations [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">The PlayBits Silverlight Game Engine is making terrific progress and is quickly approaching its first release. The vision behind PlayBits has always been to empower Web game developers with the ability to quickly prototype and produce online games.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">It’s no doubt that Silverlight already offers amazing functionality and extensive support for images, sounds, videos, and animations right out of the box. But there’s much more needed to create feature-rich games for the Web. That&#8217;s why the PlayBits Silverlight Game Engine includes a solid foundation of game services, such as a flexible scene graph, resource management, physics processing, tick processing, along with a wide number of game objects, such as animated sprites, particles, tilemaps, etc. Together, they provide the game developer with a diverse set of tools for creating Web games.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">The most effective feature of PlayBits is its wide collection of Game Components that are available to game developers. Components are discrete packages of game functionality that aggregate together to make a feature-rich game. Using game components is highly efficient and encourages code re-use within a game project and across multiple projects. PlayBits comes packaged with a few dozen components that range from player input and networking to path-following and health-level tracking. You can extend these components with your own custom code or create your own game components from scratch. </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">One of the most flexible collections is the state-machine related components, which significantly simplify game development. With the InputStateComponent, you can easily define keyboard input mappings that change a game object’s state. Then, with the AnimationStateComponent, you can playback different animations in response to the state change and even accompany it with different sounds delivered by the SoundStateComponent. Together, you can use these components to build the foundation of a game and then add the bits of C# code you need to customize your gameplay.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">Another effective tool is the wide use of Events in PlayBits. Nearly all game engine classes and components expose a wide number of events for your game code to hook into. Everything from the end of a level loading to the changes in a game object’s state or reaching the end of a path exposes events that you can hook into. Events help reduce the amount of code needed by eliminating the need to sub-class parts of the library to add conditional checks. Instead, just hook into the events that your game is interested in and write a custom event handler method.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">Instead of persisting game level definitions to some proprietary file format, the PlayBits Silverlight Game Engine defines level files as XAML markup. As result, a variety of XAML editing tools can be used to craft level files. Among them, Microsoft&#8217;s </span><span style="font-family: Calibri; font-size: small;">Expression Blend, which is a feature-rich visual editor that produces XAML markup. Expression Blend can drag &amp; drop PlayBits game objects into a scene, change layouts, attach components, and edit properties. </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">With a strong foundation of game engine services, the efficiency of game components and events, and the drag &amp; drop ease of Expression Blend, creating games for the Web with the PlayBits Silverlight Game Engine should be a snap. We&#8217;re getting very close to our initial release of PlayBits. More details about the engine, including videos and sample games, will be revealed as we get closer.  For more information about the PlayBits Silverlight Game Engine, please visit: <a href=" http://www.envygames.com/content/?page_id=327">http://www.envygames.com/content/?page_id=327</a>.</span></p>
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		<title>EnvyGames Sponsors Game Competition</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/pNkLF88qxsM/476</link>
		<comments>http://www.envygames.com/content/index.php/archives/476#comments</comments>
		<pubDate>Wed, 18 Mar 2009 03:07:15 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=476</guid>
		<description><![CDATA[EnvyGames is proud to be a contributing sponsor to Mashooo&#8217;s S Prize competition. Mashooo hosts the largest collection of online Silverlight games on the Web. With Mashooo&#8217;s growing collection of Silverlight games and our emerging PlayBits Silverlight Game Engine, Silverlight is quickly becoming a solid platform for Web game development.
The S Prize is &#8220;an open &#8216;no holds [...]]]></description>
			<content:encoded><![CDATA[<p>EnvyGames is proud to be a contributing sponsor to Mashooo&#8217;s S Prize competition. Mashooo hosts the largest collection of online Silverlight games on the Web. With Mashooo&#8217;s growing collection of Silverlight games and our emerging PlayBits Silverlight Game Engine, Silverlight is quickly becoming a solid platform for Web game development.</p>
<p>The S Prize is &#8220;an open &#8216;no holds barred&#8217; style competition, meaning that people from around the world are free to participate [with] no theme limitations.&#8221; This means that anyone with any game idea can use free tools, such as Microsoft Visual C# Express 2008 and the Silverlight SDK, to unleash their creativity and create a game for the Web. The top competition finalists will win prize money and a valuable software collection, including EnvyGames&#8217; own PlayBits Silverlight Game Engine.</p>
<p>Game submission period begins March 18, 2009 and ends June 14, 2009, so start thinking about those game ideas. For more information about the game competition, including contest rules, please visit: <a href="http://www.mashooo.com/SPrize.aspx">http://www.mashooo.com/SPrize.aspx</a> .</p>
<p>EnvyGames is working tirelessly towards elevating Silverlight as an effective Web game development platform. For more information about the PlayBits Silverlight Game Engine, please visit: <a href="http://www.envygames.com/content/?page_id=327">http://www.envygames.com/content/?page_id=327</a> .</p>
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		<title>PlayBits and Vector Games for the Web</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/b_soABtmM5w/427</link>
		<comments>http://www.envygames.com/content/index.php/archives/427#comments</comments>
		<pubDate>Wed, 11 Mar 2009 06:02:23 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PlayBits Updates]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=427</guid>
		<description><![CDATA[ Most games for the Web today are typically based on static or animated sprite images. They look great, but are pretty inneficient as images usually large and contain a lot of wasted data. Silverlight, however, has natively built-in support for vector-based shapes, such as rectangles, circles, lines, curves, polygons, etc. You can combine these shapes [...]]]></description>
			<content:encoded><![CDATA[<p> Most games for the Web today are typically based on static or animated sprite images. They look great, but are pretty inneficient as images usually large and contain a lot of wasted data. Silverlight, however, has natively built-in support for vector-based shapes, such as rectangles, circles, lines, curves, polygons, etc. You can combine these shapes together and color them with Silverlight&#8217;s rich set of Brush options, such as gradient fills, stroke, translucency, etc., and you can make some pretty amazing game artwork.</p>
<p>Best of all, a few bytes of markup for a vector based game object can download a lot faster to the client&#8217;s Web browser than the hundreds or thousands of bytes that make-up an image. In the thumbnail image above, the two player ships and the asteroid are composed of polygons with a gradient fill. Here&#8217;s the XAML code for a player&#8217;s ship.</p>
<pre>&lt;Path Height="41" Width="25" Stretch="Fill" Stroke="#FFE62305" Data="M80,320 L96,280 L112,320 L96,312 z" x:Name="pathPlayer2" StrokeThickness="2" Canvas.Left="38" Canvas.Top="169"&gt;
 &lt;Path.Fill&gt;
  &lt;LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"&gt;
   &lt;GradientStop Color="#FF350D04" Offset="0.582"/&gt;
   &lt;GradientStop Color="#FF000000" Offset="0"/&gt;
  &lt;/LinearGradientBrush&gt;
 &lt;/Path.Fill&gt;
&lt;/Path&gt;</pre>
<p>The markup text comes to about 409 bytes and it could have been cleaned up a bit further. Below are three representations of the same player, but as images instead. On the left is a JPG file at high quality that comes to about 16,287 bytes. In the middle is a JPG set to low quality and it comes to 14,271 bytes &#8211; better, but looks terrible. On the right is our best option, a PNG file that comes to 3,888 bytes. At 4 KB, the PNG file looks the best and is the smallest &#8211; plus it comes with an alpha channer, gotta Love that format. But the bottom line is that even a 4,000 byte PNG file can&#8217;t match 400 bytes of markup.</p>
<p><img class="alignnone size-full wp-image-434" title="test" src="http://www.envygames.com/content/wp-content/uploads/2009/03/test.jpg" alt="test" width="44" height="47" /> <img class="size-full wp-image-432 alignnone" title="test1" src="http://www.envygames.com/content/wp-content/uploads/2009/03/test2.jpg" alt="test1" width="44" height="47" /> <img class="size-full wp-image-429 alignnone" title="test" src="http://www.envygames.com/content/wp-content/uploads/2009/03/test.png" alt="test" width="44" height="47" /></p>
<p> Another advantage that vector images have is scalability. Since Silverlight games can potentially run in full screen mode, vector-based art will look great at any level of scale. Images (even great looking PNG images) don&#8217;t scale up well, they just get blurry and fuzzy. But vector shapes will look sharp and crisp at any scale, just as a big 72-pt TrueType Font looks as great as its 12-pt counterpart. The scaling is mathematical. <a href="http://www.envygames.com/content/wp-content/uploads/2009/03/blackjack.jpg"><img class="alignright size-medium wp-image-436" style="margin: 5px;" title="blackjack" src="http://www.envygames.com/content/wp-content/uploads/2009/03/blackjack-300x225.jpg" alt="blackjack" width="300" height="225" /></a></p>
<p>Although there are a lot of benefits to vector-based graphics in Web games, I&#8217;m not suggesting that every Web game must be completely vector-based. However, you should consider how you can leverage vector art alongside images within a game. Here&#8217;s a great example from the PlayBits BlackJack demo as shown on the right. The playing card faces and backs are PNG images, but everthing else is markup. That includes the green background and the rounded buttons. As result, the game looks clean, it scales, and it loads fast.</p>
<p>The PlayBits Silverlight game engine offers built-in support for working with vector-shapes within your game. Just add a <strong>VectorShape</strong> scene object to the scene and point it to the Shape you want to use. You can then add any of the standard component you like, such as a MovementComponent to control it with the mouse or keyboard and the FarseerPhysicsComponent to add some rigid physics and collision ability or even the ConnectorComponent to attach a Shape to another scene object within the game. The video below demonstrates the <strong>VectorShape</strong> scene object in action to create a simple retro-arcade space game using Microsoft&#8217;s Expression Blend.</p>
<p>In any case, take a closer look at your Silverlight games to figure out how you can work-in vector-based graphics to either speed-up the load time or add presentation scalability.</p>
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		<title>Shifting Web Games from Flash to Silverlight</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/hNEQ36ORDYc/392</link>
		<comments>http://www.envygames.com/content/index.php/archives/392#comments</comments>
		<pubDate>Wed, 04 Mar 2009 22:47:09 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PlayBits Updates]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=392</guid>
		<description><![CDATA[EnvyGames is in the final stages of developing the PlayBits Silverlight game engine. The design goal behind PlayBits is to provide an easy solution for creating games for the Web by leveraging the powerful features of the Silverlight plug-in for Internet Explorer, Safari, and Firefox. PlayBits will empower anyone with knowledge of the C# programming language to [...]]]></description>
			<content:encoded><![CDATA[<p>EnvyGames is in the final stages of developing the PlayBits Silverlight game engine. The design goal behind PlayBits is to provide an easy solution for creating games for the Web by leveraging the powerful features of the Silverlight plug-in for Internet Explorer, Safari, and Firefox. PlayBits will empower anyone with knowledge of the C# programming language to quickly create new and innovative casual games with a rich set of features. Our vision is to disrupt Flash&#8217;s grasp on Web games and help Silverlight emerge as a game development platform.</p>
<p>PlayBits is full of game development features and is designed to be fast and easy to use. This includes new project templates for different types of games, a rich set of game services, a flexible component model, a powerful collection of game objects, and tight integration with Microsoft&#8217;s Expression Blend. Game objects include static sprites, animated sprites, scrolling sprites, particles, tilemaps, and more. Each of which is easily dragged, dropped, positioned, and sized within Expression Blend.</p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/02/blend1.jpg"><img class="alignright size-medium wp-image-387" title="Editing in Blend" src="http://www.envygames.com/content/wp-content/uploads/2009/02/blend1-300x172.jpg" alt="Editing in Blend" width="300" height="172" /></a></p>
<p>PlayBits also includes a collection of game components which incrementally adds functionality to each game object. Features range from player input capture to basic AI capability, to full-blown rigid physics, powered by the <a href="http://www.codeplex.com/FarseerPhysics">Farseer Physics Engine</a>. Game components help a lot to keep the game code. Instead of placing a lot of code in a heavy hierarchical class library, code is added to game objects as needed by picking components and snapping them together to make more powerful game objects.</p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/03/farseer.jpg"></a><a href="http://www.envygames.com/content/wp-content/uploads/2009/02/blend1.jpg"></a></p>
<p>But the real focus of PlayBits is on the speed and size of games. Every effort to squeeze maximum performance out of Silverlight has been taken. PlayBits also takes advantage of Silverlight&#8217;s vector graphics services wherever possible. For example, instead of using an image for a sky background a gradient rectangle can be used; likewise, a cirle shape can be used for a particle effect.<a href="http://www.envygames.com/content/wp-content/uploads/2009/03/farseer2.jpg"><img class="alignright size-full wp-image-403" title="farseer2" src="http://www.envygames.com/content/wp-content/uploads/2009/03/farseer2.jpg" alt="farseer2" width="211" height="211" /></a></p>
<p><a href="http://www.envygames.com/content/wp-content/uploads/2009/02/blend1.jpg"></a></p>
<p>PlayBits can be used to quickly and easily create a wide range from games from classic arcades and puzzle games to isometric RPG and real-time strategy games. The PlayBits game engine is expected to release this Spring and as it draws closer to release, more information about features, images, and sample games will be released.</p>
<p><a href="http://www.envygames.com/content/?page_id=327">Click Here, for more information about the PlayBits game engine for Silverlight.</a></p>
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		<title>New Game Ideas</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/GRPJsZja9mI/359</link>
		<comments>http://www.envygames.com/content/index.php/archives/359#comments</comments>
		<pubDate>Tue, 24 Feb 2009 17:06:13 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Tools Announcements]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=359</guid>
		<description><![CDATA[The game industry is really becoming a bit stale with re-hashes of the same old game ideas. Sure, there are some amazing new graphics, great looking characters, and flashy visual effects. But, for the most part, games mechanics and themes are mostly the same. This is becuase professional game development has become more like feature [...]]]></description>
			<content:encoded><![CDATA[<p>The game industry is really becoming a bit stale with re-hashes of the same old game ideas. Sure, there are some amazing new graphics, great looking characters, and flashy visual effects. But, for the most part, games mechanics and themes are mostly the same. This is becuase professional game development has become more like feature film production. Spending upwards of 15 million dollars in a AAA game is common and even expected. Game studios spend millions on a title and need to have confidence that they will earn that much back. The end result: designing and producing games that must appeal to the broadest possible range of potential shoppers and the games become bland and generic.</p>
<p>Since big game studios can&#8217;t afford to take risks, it&#8217;s up to the independent game developer to create new and innovative game concepts. Much like their independent film counterparts, the independent game developer is not risking millions, but rather thousands of dollars. And tens of tousands in earnings is typically enough for independents to live off of, especially after producing a small collection of games. The key is to break away from the fixed mold that big studios follow. Independents may not be able to compete with a 300-person studio on a polished FPS game, but they can take them on with a fun and quirky independent game that everyone must have.</p>
<p>Independent game developers need to really leverage their strengths against big studios by using their flexibility and creativity. Crazy new game concepts may not appeal to all consumers, but it will likely appeal to enough of them to make an independent game profitable. Here&#8217;s a fun tool to help think about new game concepts: <a title="Game Idea Generator" href="http://www.envygames.com/content/?page_id=341">The Game Idea Generator</a>.  It requires the Silverlight 2 Web browser plug-in for Internet Explorer, Safari, or Firefox.</p>
<p>The tool is just for fun and meant to show how creative thinking can lead to an interesting game concept. Clicking the &#8220;Generate Idea&#8221; button, I ended up with &#8220;<strong>You should create a Pirate style RPG Quest Adventure game that features Aliens.</strong>&#8221; Why not? Imagine if the film &#8220;Predator&#8221; was set in the late 1700&#8217;s on the pirate occupied Turtle Island. No single pirate could take on the alien, but with their loot and Rum threatened, pirates might work together to take on the alien hunter. They might even have a temporary truce with the British to work together to defeat the alien. It&#8217;s not likely a game that a big studio might take on a game like this. But an disciplined team independent game developers with some artistic talent, programming skills, and a flexible game engine should be able to turn this into a winner.</p>
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		<title>New Website for EnvyGames</title>
		<link>http://feedproxy.google.com/~r/Envygames/~3/tgkPoSt84SU/199</link>
		<comments>http://www.envygames.com/content/index.php/archives/199#comments</comments>
		<pubDate>Mon, 19 Jan 2009 05:07:34 +0000</pubDate>
		<dc:creator>John Kanalakis</dc:creator>
				<category><![CDATA[Tools Announcements]]></category>

		<guid isPermaLink="false">http://www.envygames.com/content/?p=199</guid>
		<description><![CDATA[The EnvyGames has been long due for a Website facelift. So this weekend, it finally received one. Welcome to the new EnvyGames website with a new focus on sharing information relating to game programming and showcasing our game and tools projects. Here, you&#8217;ll find articles relating to game programming for Xbox 360 using XNA and [...]]]></description>
			<content:encoded><![CDATA[<p>The EnvyGames has been long due for a Website facelift. So this weekend, it finally received one. Welcome to the new EnvyGames website with a new focus on sharing information relating to game programming and showcasing our game and tools projects. Here, you&#8217;ll find articles relating to game programming for Xbox 360 using XNA and the Torque X Game Engine. Developer blogs that the share the progress of our game and tools projects. Purchase links to own your own copy of our games and tools.</p>
<p>In the coming days, new features will be added to this website, including a discussion forum to post questions about our games,  our tools, or even XNA and the Torque X Game Engine &#8211; anything that game development related. We will also be adding new online shopping capabilities that make it easier to own our games and tools as well as other independent games that we feel are deserving.</p>
<p>EnvyGames remains comitted to producing exciting new independent games and empowering independent game developers with articles and tools to express their creativity through the art of game making.</p>
<p>Welcome to the new EnvyGames!</p>
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