Book Image

XNA 4.0 Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4.0 Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

XNA Game Studio enables hobbyists and independent game developers to easily create video games. It gives you the power to bring your creations to life on Windows, the Xbox 360, the Zune, and the Windows Phone platforms. But before you give life to your creativity with XNA, you need to gain a solid understanding of some game development concepts.This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. It details the creation of four games, all in different styles, from start to finish using the Microsoft XNA Framework, including a puzzler, space shooter, multi-axis shoot-'em-up, and a jump-and-run platform game. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity. Beginning with the basics of drawing images to the screen, the book then incrementally introduces sprite animation, particles, sound effects, tile-based maps, and path finding. It then explores combining XNA with Windows Forms to build an interactive map editor, and builds a platform-style game using the editor-generated maps. Finally, the book covers the considerations necessary for deploying your games to the Xbox 360 platform.By the end of the book, you will have a solid foundation of game development concepts and techniques as well as working sample games to extend and innovate upon. You will have the knowledge necessary to create games that you can complete without an army of fellow game developers at your back.
Table of Contents (15 chapters)
XNA 4.0 Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
Preface
4
Asteroid Belt Assault – Lost in Space
Index

The game world – tile-based maps


At a screen size of 800 by 600 pixels, an image filling the screen contains 480,000 individual pixels. If these pixels are stored as 32-bit values (8 bits each for red, green, blue, and alpha) this means that each "screen" of pixels occupies 1875 kilobytes of memory. That does not sound too bad on the surface—after all, computers have lots of memory, and 1.8 megabytes for an image is not all that much memory.

In that case, when making a world that is larger than a single screen, why not just make a huge bitmap to use as the background and scroll across it? Unfortunately, there are a couple of problems with this approach.

First, many graphics cards have a maximum texture size. On Windows, 2048 by 2048 is a common texture size limitation, though some graphics cards have higher limits. The Xbox 360 is limited to textures that are 8192 by 8192 pixels.

Second, once the bitmap image representing the world has been defined, it is fixed. When you create the image, you...