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Building XNA 2.0 games : a practical guide for independent game development

Author: James Silva; John Sedlak
Publisher: Berkeley, CA : Apress ; New York : Distributed to the Book trade worldwide by Springer-Verlag New York, ©2008.
Series: Expert's voice in XNA.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
Looks at the basic process, along with tips and shortcuts, on creating a game with Microsoft XNA 2.0.
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Genre/Form: Video games
Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: James Silva; John Sedlak
ISBN: 9781430209799 1430209798 9781430209805 1430209801
OCLC Number: 209723664
Notes: Includes index.
Description: xx, 442 pages : illustrations ; 24 cm.
Contents: Cover --
Contents --
About the Authors --
About the Technical Reviewer --
Acknowledgments --
Introduction --
CHAPTER 1 A .NET Snapshot --
The .NET Platform --
Variables --
Object-Oriented Programming --
Controlling Flow with Boolean Logic (If Statements) --
Using the Box Object --
Debugging --
Controlling Flow with Arrays and Looping --
Using Generics and Events --
Conclusion --
CHAPTER 2 A Crash Course in XNA --
Installing XNA Game Studio 2.0 --
Building XNAPong --
Creating a New Game Project --
Loading Textures --
Loading and Rendering --
Adding the Game Logic --
Adding a Background Image --
Adding Rumble --
Last But Not Least: Audio with XACT --
Conclusion --
CHAPTER 3 Planning Your Game --
The Dishwasher: Dead Samurai Case Study --
A Realistically Limited Vision-Bane of the Teenage Game Tycoon --
Planning the Zombie-Smashing Game --
3D or 2D? --
Initial Design --
Tool Planning --
Naming the Game --
A Game Plan --
Conclusion --
CHAPTER 4 The Map Editor --
Creating a New Project: Zombie Smashers --
Drawing Text --
Creating the Map Editor --
Map Segments --
Simple Interaction --
Drawing the Map --
Interactive Text --
Scrolling the Map --
A Collision Map --
Text Editing --
Saving and Loading --
Conclusion --
CHAPTER 5 The Character Editor --
Creating a New Project: Character Editor --
Creating a Windows Game Library --
Drawing Text --
Creating the Character Editor --
The Character Definition --
Drawing the Character --
Some Editor Setup --
The Icon Palette --
The Parts List --
Moving, Rotating, and Scaling Parts --
The Frames List --
The Animations List --
The Keyframes List --
An Onionskin Effect --
Playback Preview --
Loading and Saving --
Conclusion --
CHAPTER 6 Bringing It to the Game --
Building the Game --
Creating a New Project: ZombieSmashers --
A Random Numbers Class --
Modifying the Map Functionality --
Creating the Character Class --
Updating the Character --
Drawing the Character --
Texture Loading --
Gamepad Input --
Character Definition --
Setting Things in Motion --
Adding a Background Image --
Super Simple Scripting --
The Scripting Language --
Adding Script Editing to the Character Editor --
Some Script Commands --
Script Parsing --
Putting Scripting into Practice --
Odds and Ends: Cleanup --
Conclusion --
CHAPTER 7 Particle Mayhem --
A Brief History of Rocket Contrails in First-Person Shooters --
Setting Up a Particle System --
A Base Class --
A Smoke Class --
Particle Management --
Additive Blending: Fire --
Putting Fire on the Map --
Adding Triggers --
Triggers in the Character Editor --
Bringing Triggers into the Game --
Simple Particle Collision --
Adding Zombies --
Zombies in the Character Editor --
Bringing Zombies into the Game --
Smashing Zombies --
Shooting Zombies --
More Zombie Smashing --
Character-to-Character Collision --
Conclusion --
CHAPTER 8 XACT Audio, Rumble, and More --
Obtaining and Editing Audio --
Getting Sound Files --
Simple Audio Editing with Audacity --
Adding Audio to the Game --
Setting Up the Game Audio in XACT --
Auditioning Audio.
Series Title: Expert's voice in XNA.
Responsibility: James Silva and John Sedlak.

Abstract:

Offering an exclusive look into the entire XNA game development process, Silva guides readers through the process he took to build his award-winning title "The Dishwasher: Dead Samurai" from concept  Read more...

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