Jordon McClain is the Founder and CEO of a small indie game company called Steel Cyclone Studios. Currently Jordon is teaching himself Game Art, Design and Development in his spare time. Jordon is creating a videogame built upon his in-house engine known as the Cyclone Game Engine. The Cyclone Game Engine is a 2D/ 3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The game engine is not perfect by any means. The game engine is still in its infancy stages of development which is why its not available yet to the community. The Cyclone Game Engine is primarily built to serve the needs of Steel Cyclone Studios' game projects. Once it is further developed, Jordon plans on releasing it. Jordon's ultimate aim is to make it into the videogame industry and join the greats of videogame designers. In the meantime, Jordon is trying to hone his skills and learn as much as possible.

Comment History  (30 - 60 of 94)
Jdawgg25
Jdawgg25 @ XNA

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

Good karma+1 vote
Jdawgg25
Jdawgg25 @ New creepy gameplay videos!

Wow! Keep up the great work. I really like what you did with the lighting and the effects. The sound effects (especially the heartbeat) really makes the player feel they're on the edge of their seat. The Collector was truly terrifying. I like where you are going with this.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Survival Character V2

Incredible work! This survival character concept is very impressive. Great job on the textures. Did you texture your model in 3DS max? If any, what other programs did you use to texture your model? Just curious :D

Good karma+2 votes
Jdawgg25
Jdawgg25 @ Gameplay's screens

Wow, the lighting and the arm/ gun textures in this screenshot looks incredible! I can't wait to see a video of your progress. Keep up the great work.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Storm United

Absolutely Incredible! So much detail has gone into the creation of this model. Is this a high-poly model? Did you use any normal or spec mapping? I was just curious.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Steel Cyclone Studios LLC.

The studio website is officially live!!! I will be making drastic updates and changes over time. This is mostly for first impressions and to have my business presence on the web. I will be making some fixes but not spend to much time on the website's design since I will be spending more time focusing on my current game project.

Steelcyclonestudios.com

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Bosses and mini-Bosses

That is way too cool, and disgusting haha. Your Xbox Live Indie Game truly stands out from the rest of the crowd. Great work

Good karma+1 vote
Jdawgg25
Jdawgg25 @ The Safe Room

Nice! I also like the flare effect on the lamb. The interior of the barn looks creepy. Nice work with the textures and shadows as well. :D

Good karma+1 vote
Jdawgg25
Jdawgg25 @ XNA

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

Good karma+3 votes
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for source code:
Github.com

Good karma+1 vote
Jdawgg25
Jdawgg25 @ XNA

Yes, you can have multiple animation takes within a .fbx model. XNA 4.0 by default pulls up only the first animation take; not the others within the model. To get it working within the XNA Framework, one way is to split the model into separate animations, and then merge them in the content processor. Here is a link that describes what I am talking about but better.

Metlab.cse.msu.edu

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine - In-game Demonstration

I am finally starting to add textures to the models and I will be adding normal maps soon. The plant and tree objects are just place-holders for me to know where to put the specific plants.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Steel Cyclone Studios LLC.

Steel Cyclone Studios is looking into the XBOX ONE Dev Kit since it now supports Indie Games. Eventually the studio will apply into the program to become registered developers and to receive Xbox One development kits. Games that come through Xbox have full access to the entire Live suite of tools and technology, including Gamerscore, Achievements, and Kinect.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

Steel Cyclone Studios is looking into the XBOX ONE Dev Kit since it now supports Indie Games. Eventually the studio will apply into the program to become registered developers and to receive Xbox One development kits. Games that come through Xbox have full access to the entire Live suite of tools and technology, including Gamerscore, Achievements, and Kinect.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine Update 3

I am sorry you think this is ugly haha. This is not an actual game and this video does not represent final in-game footage. This video is primarily for demonstration purposes to show that the menu system is capable of rendering 3d models within it. The models are very low poly and the texture resolution was lowered deliberately to save memory. See earlier screenshots for better visuals. Right now, we are working on a much smaller game project and we will create an indie db page for it eventually. Thanks for the comment.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ New Textures

Thank you for the comment. I greatly appreciate it. I recently got shadows working and I am trying to improve them through filtering techniques. The edges of the shadows are too blocky as of now. So I am trying produce very aliased shadows. I am working on softening the shadows to reduce their aliased appearance.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ XNA

Oh wait, XNA already supports .fbx! Sorry about that. The problem with XNA 4.0 is the with .fbx, it only supports the first animation take within the model. I figured out how to get multiple animations working somewhat with .fbx by splitting up the models into separate animation takes for the content processor to read them and then kind of merge them in the program.

Good karma+2 votes
Jdawgg25
Jdawgg25 @ XNA

Many XNA developers moved to Unity because it uses C# and they don’t want to spend the time it takes to create that same kind of game in XNA. It would take longer to create a First person shooter in XNA than it would using Unity, (unless you are using a 3d game engine built upon XNA like Digital Rune) because you have to hard code just about everything. That’s the goal of game engines, to help people save time developing games. XNA does make it easier somewhat to display 3d models with its Model class and Draw Method and display 2d stuff using the SpriteBatch but for the most part you have to do majority of the work yourself. If you are serious about publishing a game using Unreal Engine 3, you have to go through Epic games to have it approved because after all… it’s their game engine. It’s like the old saying, anybody can use Photoshop but designers use it well. Well same with game engines. Anybody can learn to import models into UDK, hit a play button and run around in first person and learn to use Unreal Script but professionals use it well. Regardless of what the media and many critics say about XNA being dead, I am still using it. People create their own engines or modify older game engines all the time. Brink uses a Modified version of ID Tech 4 which surprised me. Bring probably would have performed better and rendered all of its textures better with ID Tech 5 but ID Tech 5 came out much later. Many people moved away from XNA because they want to support the latest versions of DirectX. My game engine not only supports .X models and maybe not the latest version, but I programmed it to support obj, .fbx, and I am working on making it support .dae which are Collada files.

Good karma+3 votes
Jdawgg25
Jdawgg25 @ XNA

Examples of Game Engines Built upon the XNA Framework or ones that work in conjunction are:

-Axiom
-FlatRedBall
-Digital Rune
Digital Rune is a 3D game engine for the Microsoft.NET Framework and the XNA Game Studio supporting windows, windows phone 7 and Xbox 360. See more by visiting their website (http://www.digitalrune.com/Products/GameEngine.aspx)

-SunBurn (This is a lighting engine for Xna and helps developers save time creating scenes and adding lights to their scenes. You have to pay for Sunburn)
-Visual 3D
-Ploobs (Visit their website at: Ploobs.com.br)

I could go on for a long time listing game engines built upon the XNA framework. Also Torque X Builder is a game engine that works in conjunction with XNA. I am creating a game engine called the Cyclone Game Engine but many call it Cyclone Engine for short. I chose to create my own game engine primarily to learn and educate myself about game engine development and to have a game engine I can call my own (especially if I needed a backup). There is nothing wrong with using other game engines but if you are serious about becoming a game developer, break out of the habit of strictly using one tool and try creating your own tools. Unity is free for the most part but you have to pay for additional features.

Good karma+2 votes
Jdawgg25
Jdawgg25 @ XNA

When you install XNA, their are tools that come with it. They are the following:

-Microsoft Cross Platform Audio Creation Tool
-XACT Auditioning Utility
-XNA Framework Remote Performance Monitor
-XNA Game Studio Command Prompt

Good karma+2 votes
Jdawgg25
Jdawgg25 @ XNA

Microsoft abandoned XNA but for the most part XNA is free to download, free to install on to Visual Studio and free to use. To port your game to Xbox 360 and test your programs on it, you have to download the XNA dev kit on 360 and it usually runs $100 per year to have this feature. It’s essentially a membership. You see this is great, because it allows anyone to test their games or programs on 360 for $100. That may sound like a lot but that is essentially your license with Microsoft to run the programs you create on 360. You see, years ago Homebrew games were illegal games ported to console platforms and the reason they were considered illegal is because many people porting their games they created to consoles like Xbox and PS2 did not have a license. XNA already existed. It was a dev kit for “Professional Developers”. So Microsoft create a free version of XNA for anyone to use in year 2004, before Xbox 360 launched. This diminished Home-brew games somewhat and allowed anyone to safely create games for 360 if they paid $100 per year. Check out MonoGames to port your XNA projects to other platforms. I recently found out about it.

Good karma+2 votes
Jdawgg25
Jdawgg25 @ XNA

Just to be very clear, XNA is not a game engine. I don’t have any problems with people calling it a game engine but that doesn't fully make sense. XNA is not a game engine, it’s a framework. What I mean by that is, XNA essentially is a set of Helper Classes to help game developers save time programming their games. Those classes are saved into .dll files which are a set of library files. This is where I think Microsoft slipped up some on the “tools” part but I am starting to understand why I am confused when people are saying XNA is dead and turn to Unity. XNA does not come with features like tilemaps, particles, scripts, physics, level editors, etc. but if you are a XNA Community Member, you can go to their forums and download sample projects created by Microsoft to help you primarily learn about these things and save time creating your own. So you have to either create your own or use an existing engine built upon the XNA Framework. Unity is entirely a separate game engine of its own with its own physics engine, its own graphics engine, and its own support for multiple platforms, its own level editor… I think you get the picture.

Good karma+2 votes
Jdawgg25
Jdawgg25 @ Gameplay video

Such an amazing Indie Game! :D
I forgot to mention in my review, the sound effects in the game are great!

Good karma+1 vote
Jdawgg25
Jdawgg25 @ MotorHEAT

Motor Heat is one of my favorite Xbox Live Indie Games. It melds classic gameplay with fantastic visuals that are absolutely beautiful. The racing genre has not been forgotten! I like how you can apply boost and you can see the nitrous oxide blasting out of the exhaust pipe. Its nice that this game has Leaderboards and I love trying to beat my friends scores. You don't have to worry about oversteering or understeering in this particular game. The roads don't wind unnecessarily sharp like many classic racers. You enemy in this game are white cars which can change lanes. At only 240 Microsoft Points, Motor Heat is definitely worth buying.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Quasar

Wow, this is amazing! Its nice to see another game engine built upon the XNA Framework. Great job Milkstone Studios; your Xbox Live Indie Games are awesome and I hope they get noticed more by the gaming community.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

If I can get models with more polygons to run on Xbox 360 without any rendering or slow performance issues which is another challenge, then the games will be more than capable of running that same level of detail if not more on next-gen platforms. My goal someday with the Cyclone Engine is the have it capable of rendering Unlimited Detail not just on next-gen platforms but on platforms whose hardware may not be as advanced. Sorry for such a long reply with all of the comments. I think the limit is 2000 characters per comment so I had to break everything up into chunks. Thanks for the comment and I would greatly appreciate your support.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

I am trying to program and design the Cyclone Engine in such a way that it takes the Xbox 360’s limitations in mind. The .NET runtime implementation on the XBOX 360 is not perfect. For starters, it only performs level 0 garbage collections; that means it performs the collection in all the game data and that is terrible for performance and frame stability. Moreover the arithmetic implementation is not fast. I am trying to make the Cyclone Engine ‘garbage free’ and for the engine to take in consideration the arithmetic performance. Furthermore the XBOX 360 only has 512Mb of shared memory. So I am getting the engine to reduce memory consumption, especially in render targets. The EDRAM (a cache for render targets) of the XBOX 360 has only 10Mb of memory. As a result the G-Buffer is confined in this area (forcing the user has to use the recommended resolution). And of course there are other XBOX 360 hardware limitations that I am getting the engine to consider.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

This will allow me to learn from my mistakes, create patches and fix any bugs. My biggest challenge once the game engine is more fleshed out is meeting the indie game distribution restrictions on Xbox Live Indie Games that many players are unaware of. To develop a game on 360 for indie, your game must be no larger than 500MB which is not a lot of memory (especially for 3d games). Originally it was 150MB. Games larger than 500MB are to be priced at 240 Microsoft points. Also, an eight minute trial period is enforced on Xbox Live Indie Games. I am aware of the next-gen console’s hardware and that it allows developers to increase their poly count with the available amount of RAM. I don’t want the Cyclone Engine to be too dependent on hardware specs to have the level of graphics that many games on store shelves have.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ Cyclone Game Engine

As much as I would like to make a game for Xbox One, it would be extremely difficult and it has nothing to do with the system specs. I am developing my first game as an Xbox Live Indie Game for 360 because you can self-publish on Xbox 360. I would have to get a publishing deal with either Microsoft or a 3rd party publisher to get my game(s) on Xbox One. Although the Indie Game section on Xbox 360’s Marketplace is not as ‘lucrative’ as the Arcade section on 360, this will be a great learning experience for me. Because I am an indie developer, it will be tough for me to compete with other titles on Xbox One and that’s why I am sticking with PC and Xbox 360 for now. I chose to compete with titles under Xbox Live Indie Games for now because this seems realistic and will help me build up some experience. With my first game, I know there might be many bugs and glitches. Xbox Live is great because they allow game updates.

Good karma+1 vote
Jdawgg25
Jdawgg25 @ What Textures Look Like As of Now

I think the gun could have been positioned better if I pulled it back some.

Good karma+1 vote
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