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XNA and Silverlight Aaron Stanley King
XNA and Silverlight Free game development toolkit using .NET, C# Extends Visual Studio 2010 Including the free C# Express Edition Version 4.0 Cross Platform Input API Enhanced Audio and Video Windows Phone 7 App Hub membership Develop and publish for Xbox 360 or Windows Phone Unlock your phone to development and publish to the Zune Marketplace $99/12 months
Fundementals Initialize LoadContent Update Draw UnloadContent
The Game Loop while (IsRunning)  {  Update();  Draw();  }
The Content Pipeline
ScreenManager screenManager= new ScreenManager(this); Components.Add(screenManager); void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e)  {  ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex);  } Architectural Design (decide early if you want more than one ScreenManager) GameScreen classes are loaded into a ScreenManager ( pretty! ) Simple transitions can be added  (Bing for more) GameComponent is very useful as a base class for most parts of your game
Msft.Xna.FW.Input GamePad Buttons ButtonState GamePadDeadZone GamePadType Keyboard Keys KeyState Mouse Buttons Position Msft.Xna.Fw.Input.TOUCH Input API TouchPanel GestureType TouchLocationState Msft.Devices.Sensors Accelerometer SensorState
_soundEffect = Content.Load<SoundEffect>("ShotEffect"); var pan = (float)((_rnd.NextDouble() - 0.5) * 2.0); varpitch = (float)((_rnd.NextDouble() - 0.5) * 2.0);  varvolume = (float)((_rnd.NextDouble() / 2.0) + 0.5);  _soundEffect.Play(volume, pitch, pan); Audio
Sorry, no transforms or storyboards Just Draw  ( most powerful method in the XNA universe ) public void Draw (  	Texture2D texture,  	Vector2 position,  Nullable<Rectangle> sourceRectangle,  	Color color,  	float rotation,  	Vector2 origin,  	float scale,  SpriteEffectseffects,  	float layerDepth ) Animations
Silversprite SilverArcade.SilverSprite.dll SilverArcade.SilverSprite.Core.dll  A little XAML <UserControlx:Class="SilverSprite.Page" xmlns="http://schem...resentation" xmlns:x="http://schema...xaml" Width="400" Height="300" xmlns:game="clr-namespace:Game"> <Grid x:Name="LayoutRoot" Background="White"> <Canvas> <game:Game1 x:Name="game"/> </Canvas> </Grid> </UserControl>  Add content to your silverlightapp (/Content )
Demo
Xbox LIVE Indie Games Publish your games to Xbox LIVE Marketplace Profit!!  70%/30% baseline split Time-limited trial, no free games Charge 200, 400, or 800 points 150 MB limit for 400 and 800 point games 50 MB limit for 200 point games You retain all rights and IP (if Microsoft invests in further marketing, they reserve the right to take 10-30% more)
Windows Phone Marketplace Publish your games to Windows Phone Marketplace Profit!!  70%/30% baseline split Free apps are ok Charge $.99 to $499 ( no points ) 225 MB limit  You retain all rights and IP You can’t charge for updates.  It’s not in the Microsoft marketing strategy.
Indie Develop with XNA Studio arcade Leaderboards Achievements Xbox LIVE Rich Presence Xbox LIVE Multiplayer C++ and Native DirectX Develop with XNA Studio Why not go Pro!
XNA Futures
MSFT.XNA.FW.Input.You Kinect for Windows SDK ( later this summer )
Aaron Stanley King Twitter -> @trendoid Gamertag -> HeraldStudios Email -> aaron@woundvision.com  Wanna play?
Resources App Hub Silverlight Show XNA 3.1 to 4.0 Cheat Sheet Silversprite Silver Arcade MonoXNA

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XNA And Silverlight

  • 1. XNA and Silverlight Aaron Stanley King
  • 2. XNA and Silverlight Free game development toolkit using .NET, C# Extends Visual Studio 2010 Including the free C# Express Edition Version 4.0 Cross Platform Input API Enhanced Audio and Video Windows Phone 7 App Hub membership Develop and publish for Xbox 360 or Windows Phone Unlock your phone to development and publish to the Zune Marketplace $99/12 months
  • 3. Fundementals Initialize LoadContent Update Draw UnloadContent
  • 4. The Game Loop while (IsRunning) { Update(); Draw(); }
  • 6. ScreenManager screenManager= new ScreenManager(this); Components.Add(screenManager); void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); } Architectural Design (decide early if you want more than one ScreenManager) GameScreen classes are loaded into a ScreenManager ( pretty! ) Simple transitions can be added (Bing for more) GameComponent is very useful as a base class for most parts of your game
  • 7. Msft.Xna.FW.Input GamePad Buttons ButtonState GamePadDeadZone GamePadType Keyboard Keys KeyState Mouse Buttons Position Msft.Xna.Fw.Input.TOUCH Input API TouchPanel GestureType TouchLocationState Msft.Devices.Sensors Accelerometer SensorState
  • 8. _soundEffect = Content.Load<SoundEffect>("ShotEffect"); var pan = (float)((_rnd.NextDouble() - 0.5) * 2.0); varpitch = (float)((_rnd.NextDouble() - 0.5) * 2.0); varvolume = (float)((_rnd.NextDouble() / 2.0) + 0.5); _soundEffect.Play(volume, pitch, pan); Audio
  • 9. Sorry, no transforms or storyboards Just Draw ( most powerful method in the XNA universe ) public void Draw ( Texture2D texture, Vector2 position, Nullable<Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffectseffects, float layerDepth ) Animations
  • 10. Silversprite SilverArcade.SilverSprite.dll SilverArcade.SilverSprite.Core.dll A little XAML <UserControlx:Class="SilverSprite.Page" xmlns="http://schem...resentation" xmlns:x="http://schema...xaml" Width="400" Height="300" xmlns:game="clr-namespace:Game"> <Grid x:Name="LayoutRoot" Background="White"> <Canvas> <game:Game1 x:Name="game"/> </Canvas> </Grid> </UserControl> Add content to your silverlightapp (/Content )
  • 11. Demo
  • 12. Xbox LIVE Indie Games Publish your games to Xbox LIVE Marketplace Profit!! 70%/30% baseline split Time-limited trial, no free games Charge 200, 400, or 800 points 150 MB limit for 400 and 800 point games 50 MB limit for 200 point games You retain all rights and IP (if Microsoft invests in further marketing, they reserve the right to take 10-30% more)
  • 13. Windows Phone Marketplace Publish your games to Windows Phone Marketplace Profit!! 70%/30% baseline split Free apps are ok Charge $.99 to $499 ( no points ) 225 MB limit You retain all rights and IP You can’t charge for updates. It’s not in the Microsoft marketing strategy.
  • 14. Indie Develop with XNA Studio arcade Leaderboards Achievements Xbox LIVE Rich Presence Xbox LIVE Multiplayer C++ and Native DirectX Develop with XNA Studio Why not go Pro!
  • 16. MSFT.XNA.FW.Input.You Kinect for Windows SDK ( later this summer )
  • 17. Aaron Stanley King Twitter -> @trendoid Gamertag -> HeraldStudios Email -> aaron@woundvision.com Wanna play?
  • 18. Resources App Hub Silverlight Show XNA 3.1 to 4.0 Cheat Sheet Silversprite Silver Arcade MonoXNA