<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>Lunar Lander Evolved</title><link>http://www.codeplex.com/LunarLanderEvolved/Project/ProjectRss.aspx</link><description>A simple Lunar Lander game clone which provides two modes&amp;#58; A traditional sprite-based 2D &amp;#39;Retro&amp;#39; version and an &amp;#39;Evolved&amp;#39; shader-based 3D version.</description><item><title>User Forum: RE: Question about your BSP to DAT conversion</title><link>http://www.codeplex.com/LunarLanderEvolved/Project/DisplayThread.aspx?ForumId=1262&amp;ThreadId=2969&amp;ANCHOR#LastPost</link><description>Hey, sorry I missed this message.

Yes, because I was short on time I created that material list by hand. If I had more time (not that the contest is over I do) I would have made the BSP-to-DAT part of the content pipeline and made a step in there to read the VMF files HL2 uses.

I am working on that right now, actually, and will try to find a home for it if it works out.

Thanks!</description><author>Johnnylightbulb</author><pubDate>Tue, 02 Jan 2007 20:08:20 GMT</pubDate><guid isPermaLink="false">User Forum: RE: Question about your BSP to DAT conversion 20070102080820P</guid></item><item><title>User Forum: Latest source code for StrangeThings?</title><link>http://www.codeplex.com/LunarLanderEvolved/Project/DisplayThread.aspx?ForumId=1262&amp;ThreadId=3041&amp;ANCHOR#LastPost</link><description>I saw on your Homebrew 360 blog where you asked if anyone wanted your latest source code (the version with the new serialization framework).

Is there any chance you can email it to me at ujokinme@gmail.com or AIM me at screenname: ujokinme ?

Much appreciated =)</description><author>KevinF</author><pubDate>Wed, 20 Dec 2006 22:50:46 GMT</pubDate><guid isPermaLink="false">User Forum: Latest source code for StrangeThings? 20061220105046P</guid></item><item><title>User Forum: Question about your BSP to DAT conversion</title><link>http://www.codeplex.com/LunarLanderEvolved/Project/DisplayThread.aspx?ForumId=1262&amp;ThreadId=2969&amp;ANCHOR#LastPost</link><description>Sorry if this isn't the right place to post this, but this is the only place I can find to contact you.

I was very interested in your method of using BSPs to create your levels.

One question I have:  Did you write your Episode1.MeterialList file by hand?  Or is there a way to export it from Hammer?

Myself and a group of friends are making an FPS using XNA for our senior programming project, so we're very interested in what you've accomplished so far!  

Thanks</description><author>KevinF</author><pubDate>Sat, 16 Dec 2006 04:54:47 GMT</pubDate><guid isPermaLink="false">User Forum: Question about your BSP to DAT conversion 20061216045447A</guid></item><item><title>CREATED RELEASE: Shooter v1.0 Special Build</title><link>http://www.codeplex.com/LunarLanderEvolved/Release/ProjectReleases.aspx?ReleaseId=1256</link><description>This is the final release of binaries and source for my entry into the xbox360homebrew.com XNA/C# game programming contest.</description><author></author><pubDate>Sat, 09 Dec 2006 08:00:00 GMT</pubDate><guid isPermaLink="false">CREATED RELEASE: Shooter v1.0 Special Build 20061209080000A</guid></item><item><title>UPDATED RELEASE: StrangeThings Production</title><link>http://www.codeplex.com/LunarLanderEvolved/Release/ProjectReleases.aspx?ReleaseId=1256</link><description>This is the final release of binaries and source for my entry into the xbox360homebrew.com XNA/C# game programming contest.</description><author></author><pubDate>Sat, 09 Dec 2006 08:00:00 GMT</pubDate><guid isPermaLink="false">UPDATED RELEASE: StrangeThings Production 20061209080000A</guid></item><item><title>Developer Forum: RE: Licensing issues...</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1260&amp;ThreadId=2097</link><description>That's perfect!  P.S. -- really like the "Shooter" sample you've done too.</description><author>dgweller</author><pubDate>Fri, 03 Nov 2006 16:28:40 GMT</pubDate><guid isPermaLink="false">Developer Forum: RE: Licensing issues... 20061103042840P</guid></item><item><title>Developer Forum: RE: Licensing issues...</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1260&amp;ThreadId=2097</link><description>Dave,

Thanks for the heads up - my Lunar Lander Evolved and the 'Shooter' releases I've posted on this site are intended to be free from any restrictions of use.

Who'd want to sell my software anyways?

I've changed my license to an MIT license which I believe is as free as software licensing goes - thanks!</description><author>Johnnylightbulb</author><pubDate>Tue, 31 Oct 2006 02:39:06 GMT</pubDate><guid isPermaLink="false">Developer Forum: RE: Licensing issues... 20061031023906A</guid></item><item><title>Developer Forum: Licensing issues...</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1260&amp;ThreadId=2097</link><description>FYI, GPL licensing is an EXTREMELY onerous licensing restriction on a game due to the "viral effects" associated with that license.  While I'm not _telling_ you guys to change your licensing (you may have some very good reasons for doing it), I am letting you know that nobody at Microsoft can look at/showcase your code.  We were looking around for some games to showcase for an video that highlights XNA community gajmes, but we can't download source that's GPL-licensed (big legal reasons).  We'd like to recommend a friendlier licensing scheme, like BSD, which will allow us (Microsoft) to download and run your code.  If you want to continue using GPL, that's fine, but please bear in mind that nobody at Microsoft can even "peek" at your code to offer friendly advice on how to improve it (or to show it off at public demonstrations).</description><author>dgweller</author><pubDate>Tue, 31 Oct 2006 01:14:48 GMT</pubDate><guid isPermaLink="false">Developer Forum: Licensing issues... 20061031011448A</guid></item><item><title>CREATED RELEASE: Shooter 02 Special Build</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=LunarLanderEvolved&amp;ReleaseId=836</link><description>Features:

-Uses vis data (fast frame rate)
-First-personesque camera control
-Still requires a 360 controller!
-Does NOT include textures (I'll make some of my own first..)
-Thanks!

Johnnylightbulb</description><author></author><pubDate>Sat, 21 Oct 2006 07:00:00 GMT</pubDate><guid isPermaLink="false">CREATED RELEASE: Shooter 02 Special Build 20061021070000A</guid></item><item><title>CREATED RELEASE: 003 Beta</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=LunarLanderEvolved&amp;ReleaseId=618</link><description></description><author></author><pubDate>Sun, 15 Oct 2006 07:00:00 GMT</pubDate><guid isPermaLink="false">CREATED RELEASE: 003 Beta 20061015070000A</guid></item><item><title>CREATED RELEASE: Shooter 01 Special Build</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=LunarLanderEvolved&amp;ReleaseId=775</link><description>Features:

-Loads and Renders BSP-style '.dat' files
-Converts Valve v19 BSP files to '.dat' files (BspToShooter project)
-Uses XINPUT (only right now)
-Contains one built in map
-Currently a TECH DEMO only, framerate is absolute crap
-Thanks!

Johnny 'vote-for-me' lightbulb</description><author></author><pubDate>Sat, 14 Oct 2006 07:00:00 GMT</pubDate><guid isPermaLink="false">CREATED RELEASE: Shooter 01 Special Build 20061014070000A</guid></item><item><title>RELEASED: Shooter 01 Special Build</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=LunarLanderEvolved&amp;ReleaseId=775</link><description>Features:

-Loads and Renders BSP-style '.dat' files
-Converts Valve v19 BSP files to '.dat' files (BspToShooter project)
-Uses XINPUT (only right now)
-Contains one built in map
-Currently a TECH DEMO only, framerate is absolute crap
-Thanks!

Johnny 'vote-for-me' lightbulb</description><author></author><pubDate>Sat, 14 Oct 2006 07:00:00 GMT</pubDate><guid isPermaLink="false">RELEASED: Shooter 01 Special Build 20061014070000A</guid></item><item><title>UPDATED WIKI: Project Plan</title><link>http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Project Plan&amp;version=5</link><description>&lt;p&gt;
&lt;b&gt;Release 001 Alpha&lt;/b&gt;&lt;br/&gt;
September 14th, 2006: [release:504]&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Terrain renderer&lt;/li&gt;
&lt;li&gt;Basic camera&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Release 002 Alpha&lt;/b&gt;&lt;br/&gt;
October 1st, 2006&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Menu&lt;/li&gt;
&lt;li&gt;Retro mode&lt;/li&gt;
&lt;li&gt;Skybox&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;Here after 'planned'&lt;/i&gt;&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Release 003 Alpha&lt;/b&gt;&lt;br/&gt;
Date TBD&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Model Loading&lt;/li&gt;
&lt;li&gt;Paricle system, aura effects, and thruster flames&lt;/li&gt;
&lt;li&gt;Physics landing/crashing&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;Here after 'preliminary'&lt;/i&gt;&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Release 004 Beta&lt;/b&gt;&lt;br/&gt;
Date TBD&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Advanced shaders, dust, landing zones, and thruster marks &lt;i&gt;(See &lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Design%20Document"&gt;Design Document&lt;/a&gt;)&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;Final camera&lt;/li&gt;
&lt;li&gt;High-score system&lt;/li&gt;
&lt;li&gt;Final art and level design&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Release 005 Gold&lt;/b&gt;&lt;br/&gt;
Date TBD&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Feature complete&lt;/li&gt;
&lt;/ul&gt;&lt;br/&gt;
&lt;/p&gt;
</description><author>Johnnylightbulb</author><pubDate>Thu, 05 Oct 2006 18:50:21 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Project Plan 20061005065021P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Home&amp;version=11</link><description>&lt;p&gt;
&lt;b&gt;Lunar Lander Evolved&lt;/b&gt;&lt;br/&gt;
A simple Lunar Lander game clone which provides two modes: A traditional sprite-based 2D 'Retro' version and an 'Evolved' shader-based 3D version.&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;What kind of game is this?&lt;/b&gt;&lt;br/&gt;
Both play modes will be different and interesting. Click below for more information on each:&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Retro"&gt;Retro&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Evolved"&gt;Evolved&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;On Hold?&lt;/b&gt;&lt;br/&gt;
Yes, until after the new year when I can integrate the Content Pipeline from XNA. See the &lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Blog"&gt;Blog&lt;/a&gt;. Thanks!&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Links&lt;/b&gt;&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Blog"&gt;Blog&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Design%20Document"&gt;Design Document&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Project%20Plan"&gt;Project Plan&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Screenshots"&gt;Screenshots&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Developers"&gt;Developers&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Other%20Sites"&gt;Other Sites&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;(More on the &lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Screenshots"&gt;Screenshots&lt;/a&gt; page)&lt;/i&gt;&lt;br/&gt;
[image:LunarLander-002.png]&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Thanks for the space, CodePlex!&lt;/b&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;/p&gt;
</description><author>Johnnylightbulb</author><pubDate>Thu, 05 Oct 2006 18:49:28 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20061005064928P</guid></item><item><title>UPDATED WIKI: Blog</title><link>http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Blog&amp;version=8</link><description>&lt;p&gt;
&lt;b&gt;Status as of 10/5/2006&lt;/b&gt;&lt;br/&gt;
I really want to do this project correctly, so I'm going to change my approach a bit. I've gotten the bits needed to complete the 2nd release (Menus, retro, etc) although of course not all the final touches are there. There are a couple of things XNA is missing as of this writing:&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;3D Model loading (Content pipeline)&lt;/li&gt;
&lt;li&gt;2D Line drawing (for my Retro-mode background hills)&lt;/li&gt;
&lt;/ul&gt;I'm going to put this project on hold until I gather some experience on simpler projects and I can play directly in the content pipeline - Expect updates after the new year. Thanks!&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/25/2006&lt;/b&gt;&lt;br/&gt;
I've juggled the schedule a little. My 3D-modelling skills are lacking, and it's taking me some time to get the Lander model into an appropriate format with the right LOD. See the &lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Screenshots"&gt;Screenshots&lt;/a&gt; page for the progress so far. In the meantime, I've added the first bits for Retro mode. So far I'm amazed at how easy 2D graphics are using XNA.&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/21/2006&lt;/b&gt;&lt;br/&gt;
I've got lots of code checked out with changes for Menus that will be in the next release, I really should get that in. Part of the trouble in making independent games is that you're your own project manager, and sometimes you have to tell yourself it's good enough (for now) even though you're not done yet. Here are the bullets on the other in-progress bits:&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Converted my Lander model to Blender format - Need to reduce polys before it's usable in XNA&lt;/li&gt;
&lt;li&gt;Looked into modifying the BitmapFont class - I dislike that the fonts are resolution dependent, I would rather specify a size as a percent of the viewport size. (I know, that's why it's a BitmapFont....)&lt;/li&gt;
&lt;li&gt;Read through some of the model loading code out there and what the Content Pipeline has to offer in that space - I will continue getting model loading to work and use skills learned from that to convert to the Content Pipeline model - I figure it can't hurt...&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/15/2006&lt;/b&gt;&lt;br/&gt;
Woo-hoo! I'm loving the Visual Studio Team System integration CodePlex offers, I've got work items and a solid plan. Updates this evening add basic menu support and begin the process of adding resource and settings classes to handle such values. If you're interested you can get the daily builds or just wait for the next release, two weeks away.&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/14/2006&lt;/b&gt;&lt;br/&gt;
I have just added the project design and plan, among other documents. Word is out around the community, and I'm exicited to be getting started. Any help would be appreciated, just message me on the boards. I'll be contributing during some nights and weekends - now lets see if I can't stick to the plan!&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/13/2006&lt;/b&gt;&lt;br/&gt;
I'm currently getting the source code straightened away so it can be stored on CodePlex's servers. Here is a teaser shot (it's a landscape renderer shot, and yes; you will have to use your imagination at this point).&lt;br/&gt;
&lt;br/&gt;
&lt;/p&gt;
</description><author>Johnnylightbulb</author><pubDate>Thu, 05 Oct 2006 18:48:40 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Blog 20061005064840P</guid></item><item><title>UPDATED WIKI: Blog</title><link>http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Blog&amp;version=7</link><description>&lt;p&gt;
&lt;b&gt;Status as of 9/25/2006&lt;/b&gt;&lt;br/&gt;
I really want to do this project correctly, so I'm going to change my approach a bit. I've gotten the bits needed to complete the 2nd release (Menus, retro, etc) although of course not all the final touches are there. There are a couple of things XNA is missing as of this writing:&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;3D Model loading (Content pipeline)&lt;/li&gt;
&lt;li&gt;2D Line drawing (for my Retro-mode background hills)&lt;/li&gt;
&lt;/ul&gt;I'm going to put this project on hold until I gather some experience on simpler projects and I can play directly in the content pipeline - Expect updates after the new year. Thanks!&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/25/2006&lt;/b&gt;&lt;br/&gt;
I've juggled the schedule a little. My 3D-modelling skills are lacking, and it's taking me some time to get the Lander model into an appropriate format with the right LOD. See the &lt;a href="http://www.codeplex.com/Wiki/View.aspx?ProjectName=LunarLanderEvolved&amp;title=Screenshots"&gt;Screenshots&lt;/a&gt; page for the progress so far. In the meantime, I've added the first bits for Retro mode. So far I'm amazed at how easy 2D graphics are using XNA.&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/21/2006&lt;/b&gt;&lt;br/&gt;
I've got lots of code checked out with changes for Menus that will be in the next release, I really should get that in. Part of the trouble in making independent games is that you're your own project manager, and sometimes you have to tell yourself it's good enough (for now) even though you're not done yet. Here are the bullets on the other in-progress bits:&lt;br/&gt;
&lt;ul&gt;&lt;li&gt;Converted my Lander model to Blender format - Need to reduce polys before it's usable in XNA&lt;/li&gt;
&lt;li&gt;Looked into modifying the BitmapFont class - I dislike that the fonts are resolution dependent, I would rather specify a size as a percent of the viewport size. (I know, that's why it's a BitmapFont....)&lt;/li&gt;
&lt;li&gt;Read through some of the model loading code out there and what the Content Pipeline has to offer in that space - I will continue getting model loading to work and use skills learned from that to convert to the Content Pipeline model - I figure it can't hurt...&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/15/2006&lt;/b&gt;&lt;br/&gt;
Woo-hoo! I'm loving the Visual Studio Team System integration CodePlex offers, I've got work items and a solid plan. Updates this evening add basic menu support and begin the process of adding resource and settings classes to handle such values. If you're interested you can get the daily builds or just wait for the next release, two weeks away.&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/14/2006&lt;/b&gt;&lt;br/&gt;
I have just added the project design and plan, among other documents. Word is out around the community, and I'm exicited to be getting started. Any help would be appreciated, just message me on the boards. I'll be contributing during some nights and weekends - now lets see if I can't stick to the plan!&lt;br/&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Status as of 9/13/2006&lt;/b&gt;&lt;br/&gt;
I'm currently getting the source code straightened away so it can be stored on CodePlex's servers. Here is a teaser shot (it's a landscape renderer shot, and yes; you will have to use your imagination at this point).&lt;br/&gt;
&lt;br/&gt;
&lt;/p&gt;
</description><author>Johnnylightbulb</author><pubDate>Thu, 05 Oct 2006 18:48:33 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Blog 20061005064833P</guid></item><item><title>CREATED RELEASE: 002 Alpha</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=LunarLanderEvolved&amp;ReleaseId=520</link><description>More features</description><author></author><pubDate>Sun, 01 Oct 2006 07:00:00 GMT</pubDate><guid isPermaLink="false">CREATED RELEASE: 002 Alpha 20061001070000A</guid></item><item><title>Developer Forum: RE: Trouble with latest releases</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1260&amp;ThreadId=1598</link><description>Yeah,

I've moved code here and there, and these pieces got lost in the process.

There are a couple points here:
- Using VS Express sucks - I have to keep VS Pro open to get the Team Explorer source integration in :( Causes problems like these
- GameComponents are neat, but they are not the way to make a game, and much of the existing work in this project is me making neato game components, which then have the Game class acting as a huge state machine ('Update THIS game component now, but not the Retro ones.....') - Patterns for XNA dev are not widely spread yet I suppose...
- I'm missing a couple really, really basic pieces of functionality: 3D Model loading and 2D Line drawing.

I'll check in what I have, but I'm beginning to think I'd better work on architecture before I just set out to fulfill this plan.

Thanks :)</description><author>Johnnylightbulb</author><pubDate>Fri, 29 Sep 2006 18:15:40 GMT</pubDate><guid isPermaLink="false">Developer Forum: RE: Trouble with latest releases 20060929061540P</guid></item><item><title>Project Management Forum: RE: accepting applications?</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1261&amp;ThreadId=1398</link><description>Hey JohnnyLightBulb

Well,  I've checked out the sept 13 build a bit and I think it's very cool.  On the other hand,  I'm pretty weak on the graphics programming side   and I'm more in need of a "for dummies" project (e.g. pong or minesweeper), and you guys are well ahead  of that.  

With respect to the "evolved" game mode,  I can see me playing alot of catchup before I'm productive.  I mind doing it, but with my current work schedule I'd take time.

On the other hand...  I think working on the "classic" mode  would be tons of fun,  and something I can actually do.  I wrote a bare-bones tile renderer which might be a good fit for this.  I'm not sure if it's a need you have -- I see that your latest release has a "classic mode" piece, but I wasn't able to get it to build (i think some files are missing, i posted in the dev forum about it). 

What do you think?</description><author>Nobodyman</author><pubDate>Wed, 27 Sep 2006 19:48:13 GMT</pubDate><guid isPermaLink="false">Project Management Forum: RE: accepting applications? 20060927074813P</guid></item><item><title>Developer Forum: RE: Trouble with latest releases</title><link>http://www.codeplex.com/Project/DisplayThread.aspx?ProjectName=LunarLanderEvolved&amp;ForumId=1260&amp;ThreadId=1598</link><description>My bad... assumed I could use html tags.  Those missing files are:

  services/GameMode.cs
  services/ILunarLanderGameService.cs
  services/ILunarLanderGameProvider.cs
</description><author>Nobodyman</author><pubDate>Wed, 27 Sep 2006 19:23:48 GMT</pubDate><guid isPermaLink="false">Developer Forum: RE: Trouble with latest releases 20060927072348P</guid></item></channel></rss>