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Kurt Jaegers - XNA 4.0 Game Development by Example: Beginners Guide - Visual Basic Edition

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Kurt Jaegers XNA 4.0 Game Development by Example: Beginners Guide - Visual Basic Edition
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XNA 4.0 Game Development by Example: Beginners Guide - Visual Basic Edition: summary, description and annotation

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This book is a step-by-step tutorial that includes complete source code for all of the games covered. It adopts an engaging style to teach all the game development concepts. Each block of code is explained, and game development concepts are diagrammed and covered in detail. Each game begins with a concept description and concludes with suggestions for expanding on the finished game. If you are an aspiring game developer who wants to take a shot at creating games for the Microsoft Windows platform with the XNA Framework, then this book is for you. Using this book, you can get started with creating games without any game development experience. A basic knowledge of Visual Basic would be needed to kickstart your game development.

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XNA 4.0 Game Development by Example Visual Basic Edition

XNA 4.0 Game Development by Example Visual Basic Edition
Beginner's Guide

Copyright 2011 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2011

Production Reference: 1161211

Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.

ISBN: 978-1-84969-240-3

www.packtpub.com

Cover Image by Vinayak Chittar (<> )

Credits

Author

Kurt Jaegers

Reviewers

Michael Schuld

Pedro Daniel Gida Vzquez

Acquisition Editor

Wilson D'souza

Development Editor

Wilson D'souza

Technical Editors

Lubna Shaikh

Ankita Shashi

Manasi Poonthottam

Project Coordinator

Kushal Bhardwaj

Proofreaders

Jonathan Todd

Lesley Harrison

Indexers

Tejal Daruwale

Hemangini Bari

Rekha Nair

Graphics

Conidon Miranda

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Kurt Jaegers is a database and network administrator, and a long-time hobbyist game developer, having built games for everything from the Commodore 64 to the Xbox 360. He is the owner of xnaresources.com and the author of the C# version of XNA Game Development by Example.

I would like to thank my parents George and Julie Jaegers for investing in a newfangled Atari 400 computer back in the 80s and encouraging my interest in computer programming from a very early age. As with my first book, thanks go to my wife Linda for proofreading, as well as my brother Jason for providing most of the graphics for the games.

About the Reviewers

Michael Schuld started his foray into game development using Managed DirectX 9, and after playing with the framework for a few months, decided that there wasn't enough beginner content out in the world to help people new to game development get started.

To fix this problem, he immediately set out writing a tutorial series that he kept up-to-date with the change from Managed DirectX to XNA, and all the updates to the XNA Framework since then. Along with these tutorials, he hosted a popular XNA Game Development forum and has helped hundreds of programmers new to game development get their feet wet. The site and tutorials have been listed by Microsoft and Game Informer as one of a select list of community resources for anyone wanting to learn the XNA Framework.

More recently, he has expanded his work into DirectX 11 and reviewing books in the game development arena. His recent work, tutorials, and reviews can all be found on http://www.thehazymind.com.

I would like to thank David Bonner, Charles Humphrey, and Michael Quandt for their early interest and assistance with my tutorial series, both in reviewing the content for ease of use and helping out with the forums. I'm glad to have you guys around to keep things from getting too crazy.

Pedro Daniel Gida Vzquez is the owner of Pulsar Coders, an indie company that develops video games for many platforms. He enjoys working daily on everything related to video game development. Economist, System Analyst, Professor, Microsoft MVP for DirectX and XNA are some of the accomplishments obtained by him throughout his life. His skills cover many areas in the field, both technical and artistic, and he is always looking for interesting challenges to extend his personal and professional goals. You can find a comprehensive biography of this reviewer at http://www.linkedin.com/in/pedroguida.

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Preface

The Microsoft XNA Framework provides a powerful set of tools to allow development teams of any size, from the individual developer to larger independent teams, to rapidly develop high-performance quality games for multiple Microsoft-related platforms.

This book will present a series of video games, utilizing Visual Basic and the XNA Framework, to delve into the world of 2D game development, targeting the Microsoft Windows environment. We will utilize XNA's 2D graphics capabilities to present our games to the player, and we will also look at the fundamental systems behind several game design challenges, such as pathfinding, collision detection, special effects, and more.

Each of the four games in this book cover a new gaming style and introduce progressively more advanced techniques and systems to provide a foundation for bringing your own creations to life.

What this book covers

, Introducing XNA Game Studio , begins by looking at the history of the XNA Framework and its predecessors and installing the Windows Phone SDK package that includes the version 4.0 release of the XNA tools. We wrap up this chapter by looking at the building blocks of an XNA game and putting together an XNA mini-game called SquareChase.

, Flood Control Underwater Puzzling , introduces a board-based puzzle game called Flood Control. We introduce the XNA Content Pipeline and build a recursive function to determine the state of the game board while playing.

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