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Showing posts with label XNA. Show all posts
Showing posts with label XNA. Show all posts

Tuesday, July 5, 2011

GDI+ Game Programming Series - Introduction

I've decided that I'll share my progress with GDI+ game programming in Visual Basic. This series teaches the basic principals of game programming. It's still a work in progress, but should kick-start the young VB game programmer and get you on your way to developing simple classic style, 2D RPGs and such.

You'll learn how to use a tile set for tile-mapping, how to create and move a character around the screen, how to track mouse movement and input, how to create semi-transparent menus, and more.

In terms of performance, GDI+ is horribly inefficient, but should still work for creating games like you might see on the old Nintendo, Super Nintendo, and Sega Genesis consoles. As long as you don't use too many on-screen objects simultaneously and keep the number of drawn tiles down, it should perform fairly well on most modern machines.

If you want to dabble in 3D, arcade style games, I recommend learning XNA or DirectX programming in C#. These environments will make much better use of your graphics hardware and allow you to produce many more rich environmental effects.

At any rate, I hope this helps get you started and feeds the creative fire that all of us aspiring game programmers have burning inside. Good luck with your project, and feel free to share your progress with all of us! It's always encouraging to both share and see other peoples' success stories.


Aardaerimus

Wednesday, June 22, 2011

XNA 4 on Visual Basic - Time to fill the void?

Drifting about the game development community, I've discovered that XNA seems to be the "cat's meow", of late.

For some time now, I've been learning how to employ Microsoft's horribly inefficient GDI+ to draw my graphics to the screen. I've gone back and forth with other coders who have constantly insisted that I need to put that old dog down - GDI+, that is - and move up to XNA.

After dedicating so many years to learning what I have, the idea of starting all over really kinda freaks me out. Leave Visual Basic for C#? Learn XNA?! Not so fast-... Before I panic, I hit up Google for advice. "Can I use XNA with VB??" The answer - "Heck yeah, you can, but we don't have any support docs for it, so you're on your own... You're probably an idiot for even entertaining the notion."

Further digging reveals that there are very few pioneers on this front! I found one very well constructed tutorial on the subject - but halfway through the first segment, I found that it was for XNA 3 and nothing worked, as there had been many changes to the framework! GRRRrr!

I got as far as tapping into my graphics device and making a window that closely resembled a "Blue Screen of Death". It wasn't though. It was my very own creation. Of course, then I wanted to add a 2D Texture next, but my new world came crashing down around me. I found myself neck deep in unfamiliar code and the tutorial was of no help. "Content pipeline?? What the heck is it, and how the heck do I use it?! Why can't I draw stuff to this sexy blue window I made?!?!?! WHY?!!?!?" After my break down, I continued to Google to no avail.

That brings me to my point... There is a serious need out there for VB over XNA 4 tutorials. If I dedicate enough energy to this, perhaps I can figure it out enough to produce some useable tutorials for the XNA-starved masses. It'll be the blind leading the blind, but hopefully it would spur some of the big boys to say, "Hey! Your code is CRAP. Try it this way, instead."

Just generating interest and a response might kick-start the fledgling VB/XNA community. Of course, more likely is that I finally gain a novice understanding of XNA 4 and XNA 5 is released, plunging me back into the darkness... Blah. Move or die, right?

Let's do this thing! :-D

Aardaerimus