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Greetings Bob!

OOOOO that's a good question. To be completely honest, I don't know if there even is one. Not here I'm pretty sure, and I assume you tried a googling.

My advice would be to try hanging out in the Discord chat and seeing if you can catch Brett208 online (or look around the forum on some of his posts) and asking him any specific question(s) you might have. He's actually done this, and published to a couple platforms including Windows and the XBOX 360. I think he's in the process now of getting things ready for UWP or whatever its called. He's definitely the one with the most publishing experience around here.

Here's a link in case you wanted to check it out:

I'd also say that would be a good thing we could maybe pester RBWhitaker into adding if he gets time!


"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

by PiscesMikePiscesMike, 28 Mar 2017 00:50
Bob (guest) 27 Mar 2017 21:01
in discussion Hidden / Per page discussions » Publishing Your Game

Can you point to a simple tutorial on how to publish (or build an installer) for Monogame in Visual Studio on a Windows platform. We have access to VS 2012, VS 2015, Windows 8, and Windows 10.

Thanks in advance.

by Bob (guest), 27 Mar 2017 21:01

I will definitely agree that inorganic things are way easier to create than organic ones!

The more I think about it, the more I start to lean towards the "make anything" approach. The overhead of needing to pick a topic every week will add at least another hour on top of the actual work hour for whoever is organizing it (which would presumably be me, though if somebody wants to volunteer, I'd be open to that). It's definitely simpler to just say, "If you've signed up for the modeling event, then we expect you to submit a 3D model that you made in 60 minutes or less every week. Make whatever you think will help you the most in any given week." There's no week-by-week discussion on what the group should do, no voting, no needing to assemble lists to vote on, or anything like that. It's definitely simpler that way.

And if we do choose to keep it simple this time around, that doesn't preclude us from deciding next time around that we want to formalize it a little more and have actual topics.

I think there is a lot of value in "Make anything. Just pick something and do it in the allotted time"?

With the caveat that I expressed on the other thread: I think we should go for Inorganic modelling for the first round.

There is also something to be said for "everybody is basically modeling the same thing?". It would help get us all closer to the same level. Going forward on that idea, we could up the complexity successively and try to get everyone to a point where we can all do some basic rendering.

I think it would be neat if we could each work on a couple objects over the course of this exercise with the goal of being able to create a 3D 'world' of sorts, populated with our objects. That would take a bit more coordination and guidance so things don't overlap, we have some sort of consistency with the objects and within the 'world', and in the end it has a logical, if not realistic layout.

Just ideas and brainstorming!

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

I'm going to go a step further and say maybe we should first decide on Organic (creatures, characters) or Inorganic (guns, knifes) modelling. Since this is the first round Inorganic would probably be the way to go. Most inorganic can be done using low-polygon techniques whereas organic tends to get into NURBS and a higher poly count to give better definition of the curves and surfaces. So, Organic would undoubtedly take a higher time commitment. I think that would stand true even though we are all at different levels.

"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

I'm creating a separate thread to open the discussion about how specific we want to be in terms of topics for our little 3D modeling course.

Do we want to be very specific, so that everybody is basically modeling the same thing?

Do we want to make it more of a category of things, like "Something on your desk"?

Do we want to make it extremely generic, like "a mythical creature"?

Do we want to just say, "Make anything. Just pick something and do it in the allotted time"?

I'm actually OK with any of these options. If you're participating, please vote and share your thoughts.

This is the place to make suggestions about what kinds of things we can model. This is a brainstorming thread. No idea is a bad idea. Keep in mind we haven't decided on whether we want to be very specific ("An Xbox One controller") very generic ("a mythical creature") or somewhere in the middle. All ideas are welcome right now.

OK guys, we're getting close to the start of April, and we need to get into the details of what we're doing for this 3D modeling course. So how do we want to do this, exactly?

I had initially proposed an 8-week plan, where every week we'd do a different 3D model, with an upper limit on the time allowed. Something like 1 hour. The purpose of that would be to keep this little course to a reasonable level of commitment. One hour per week should be more than doable by anybody who is interested.

I had proposed that we stick with just modeling for now, and sort of skip the texturing, rigging, and animation type stuff. That's not to say that those don't have value, just that I don't think you can model, texture, and rig a model in 60 minutes. In future rounds, we can run a modeling and a separate texturing course side-by-side.

I suppose I'm imagining a format along these lines:

1. Every week, we somehow pick a theme or a specific object to model. I'm currently not sure how we'll pick the topic, nor how specific we want to be. (For example, is it, "Something on your desk", "a mythical creature", "an Xbox One controller", etc.) Obviously, the real purpose is to just get some time practicing 3D modeling, so people should definitely feel free to be creative and do whatever they think is best for them in any given week. We're all at different skill levels. One size probably won't fit everybody.
2. The specific topic is announced on… let's say Sunday… and you have from Monday through Sunday to do the work, spending no more than the allotted time for it. (We don't necessarily need to always stick to 1 hour. But we'll assume that for now.)
3. When you complete the task, you have to post either the model itself or pictures of the model, or both. I think it might be nice to see a picture of the wireframe (which shows better how exactly you modeled it) as well as a rendering. I would say sharing the actual model so we can download and open it on our own is preferable, but if you don't want to share the model, that's acceptable too. Just share pictures instead.
4. I've had some thoughts about allowing everybody to vote for a winner or a favorite. I'm not sure how we'd do that, and perhaps that's a can we kick down the road a little further and ignore this time around.

It might also be interesting to require that Week #1 and Week #8 be the same object, so we can see improvement over time.

Based on this schedule, our first project would be given out on 2 April 2017, due for completion on 9 April 2017. The last week would wrap up on 28 May 2017.

Perhaps I should make a thread for modeling suggestions?

Re: 3D Modeling "Course" by rbwhitakerrbwhitaker, 25 Mar 2017 15:51
Kegelcizer (guest) 22 Mar 2017 14:31
in discussion Hidden / Per page discussions » Troubleshooting: Accessing The XNA Content Pipeline

Can you please add a power shell script for VS2017?
Thank you.

by Kegelcizer (guest), 22 Mar 2017 14:31
Vadim (guest) 16 Mar 2017 09:19
in discussion Hidden / Per page discussions » Classes Part 1: Using Them

Awesome tutorial, straightforward and very down to earth explanations!

by Vadim (guest), 16 Mar 2017 09:19
Nolin Kumar (guest) 16 Mar 2017 03:44
in discussion Art and Sound / 3D Modeling » 3D Modeling "Course"

oh, i see, if I do this…I need to learn how too use Blender really quickly…that learning curve…

by Nolin Kumar (guest), 16 Mar 2017 03:44

@NolinKumar, the description as it currently stands is basically just that each week, you have the assignment to make a 3D model. It doesn't prescribe any particular piece of software, so you can pick and choose what you want to use, but it would also be your own responsibility to learn how to use the software you choose (and pay for it, if you choose something that costs money). The "course" doesn't include how to use the software, or even how to make your models better. Though the hope would be that by getting practice and showing people what you've done, you'll start to learn how to make 3D models better.

Re: 3D Modeling "Course" by rbwhitakerrbwhitaker, 16 Mar 2017 03:42

Oh, @PiscesMike, I wanted to respond to your comments here. I know we talked about this in the chat room, but for those of you that weren't there, I wanted to share my response here.

I totally agree that texturing (and rigging and animation) is indispensable to making good 3D models. I'm definitely not opposed to people adding textures to their models. I was just trying to keep the burden of doing this somewhat light, especially for our first pass at it. I'm not sure 1 hour is enough time to model and texture something.

But! If people want to include texturing right away, then I'm not opposed to that. Maybe we'd want to expand the time to 2 hours instead, or something.

What I had kind of thought is that for this first round, we'd just focus on modeling. The next time we do this, in a few months, we might have two courses: a modeling one and a texturing one. Perhaps even the texturing one can be offset from the modeling one, and we can pick a "winner" each week from the modeling class to have everybody texture the next week or something. So my thought process was maybe to start as simple as is absolutely possible and see where it goes and decide what to do next afterwards.

But again, I want to make this useful for everybody, and if everybody wants to include texturing right from the beginning, I don't have any problems with that.

Re: 3D Modeling "Course" by rbwhitakerrbwhitaker, 16 Mar 2017 03:39
Nolin Kumar (guest) 16 Mar 2017 03:37
in discussion Art and Sound / 3D Modeling » 3D Modeling "Course"


one question, what software is going to be use in this course?

by Nolin Kumar (guest), 16 Mar 2017 03:37

Hey everyone,

Microsoft is developing a new avenue to develop games for Xbox One called the Xbox Live Creator's Club.

It looks similar in some respects to Xbox Live Indie Games (Indie Xbox 360 games developed via XNA). I had a great time with XNA and Xbox Live Indie Games. It looks to me like in some ways a continuation of the spirit behind Xbox Live Indie Games. If you are interested in publishing on the Xbox One and are unsure about using ID@XBOX, I would highly recommend checking it out.

Xbox Live Creator's Club is currently in preview mode, so you have to go through a special application process to get in while they are starting to roll it out. If you get in early though perhaps you could be one of the first games published via the new system which would be awesome. If you apply now, worst thing that happens is they tell you to wait until it is fully unveiled.

Excerpt from:

Xbox Live will soon be open to all developers via the Xbox Live Creators Program – no concept approval required! You will be able to rapidly publish your game to Xbox One or Windows 10 through a short and simplified certification process.

Integrate Xbox Live social experiences such as sign-in, presence, leaderboards, and more into your title, with minimal development time. Xbox Live social features are designed to organically grow your audience, spreading awareness to over 55 million active gamers. The full set of Xbox Live capabilities is available via the ID@Xbox program and a table comparing the features is below.

Using tools you already use, and your existing Xbox One retail console, you can easily create or leverage existing code to develop your title. Supported game engines include Construct 2, MonoGame, Unity, and Xenko. We anticipate more game engines and tools to support Xbox Live Creators Program over time. Please check with your preferred game engine for their support of the Creators Program.

On Xbox One, which offers gamers a curated store experience, games published through the Xbox Live Creators Program will be available in the new, "Creator games section" within the store. On Windows 10 PC, games in Xbox Live Creators Program will be visible with the other games in the Windows Store.

Xbox Live Creators Club by Brett208Brett208, 16 Mar 2017 01:50

Excellent! It's nice to see people signing up for this! Should be fun.

Re: 3D Modeling "Course" by rbwhitakerrbwhitaker, 15 Mar 2017 17:49

I join you, too. I played only a bit with 3D modelers and I really need practice here. :D

Re: 3D Modeling "Course" by TristanStTristanSt, 15 Mar 2017 16:49

Sprint 5 Frustrations

I've been continuing work on Tunnel Lords. Unfortunately, I've been plagued with compatibility issues dealing with .net core, .net standard, and Portable Class Libraries (PCLs). It seems like every time I work on a feature in the game and go to test it, another problem manifests itself within my projects dealing with references to the .net framework. I end up spending an hour or two (or more) tracking down and fixing each issue as they bubble up.

I've refactored my code for saving/loading games to work both within UWP and a more traditional windows build. While the code compiled fine, I had issues with Tunnel Lords being unable to load required assemblies. It produced messages as below for about a half dozen different .net assemblies when attempting to run the code.

System.IO.FileNotFoundException: 'Could not load file or assembly 'System.IO.FileSystem, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.'

I found that by adding all the assemblies via Nuget to the TunnelLordsPC project, allowed the program to run on PC. I thought on my PC build it would reference .Net 4.6.2 (or .Net 4.6.1). So I'm confused why the Nuget packages are required to make the game build. I thought perhaps upgrading the projects to .Net standard would simplify having to download all the assemblies via Nuget. Unfortunately, it didn't seem to change anything.

Unfortunately, after upgrading the class libraries from PCLS to .Net Standard, my UWP build no longer worked. So for now I had to just remove the UWP project from the solution while I troubleshoot the regular Windows PC version.

Trying to get Tunnel Lords to build on both UWP and Windows is turning into a bit of a nightmare. I'm slowly learning about .Net standard, .Net Core, and Nuget, but it is very painful. Work on Tunnel Lords has been slower because dealing with all the compatibility issues isn't 'fun' and I dread slogging through it most days.

Hopefully things will start clicking soon and I'll be able to hum along at a decent clip. There is a lot of work to do on touch screen and then plenty of cleanup work in many sections of the game.

UWP Packaging

Before having to remove the UWP project from the solution, I made good progress learning how to package/deploy a UWP application. Below are some of the tiles I designed when testing. They will probably get a cleanup pass later.



Sounds like fun, I'm in.

My only comment is that I think modelling and texturing go hand in hand. There is, of course, a huge difference in practice, and both are tremendous fields of their own. It's just been my experience that once I was familiar with the tools of whatever modeler I happen to be using, that things flow fairly quickly on the modelling side.

In other words, getting to the point where you know what everything is and what you need at a given point may take a little bit, but after that, things kind of fly. Where I hit a bump was adding those textures in in the correct positions. And that means pre-made textures unwrapped into a square, and a UV map added to the model. That's a little more complex than adding say, a generated material from the material editor. But those have always looked better to me.

Not to say, focusing on just modelling would be a bad idea, or that there isn't room just for that. Just thinking, a bland, grey model is kind of boring and having the motivation to at least attempt some UV mapping can't hurt.


"May the mercy of His Divine Shadow fall upon you." - Stanley H. Tweedle, Security Guard class IV, The League of 20,000 planets

Re: 3D Modeling "Course" by PiscesMikePiscesMike, 13 Mar 2017 00:39
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