In the Tile Engine project, rename the
Class1.vb
file that was generated by the Game Library project template toTileMap.vb
by right-clicking onClass1.vb
and selecting Rename. Visual Studio will ask if you wish to rename all references to the class as well. Go ahead and click on Yes. We have not referenced our new class anywhere, so no other code is actually updated.Double-click on the newly renamed
TileMap.vb
file to open it in the editor.Modify the declaration of the
TileMap
class to add twoImports
directives and to change the class into aPublic
Module
. The entire text of the file should now be:Imports System.Runtime.Serialization.Formatters.Binary Imports System.IO Public Module TileMap End Module
Add declarations to the TileMap module:
#Region "Declarations" Public Const TileWidth As Integer = 48 Public Const TileHeight As Integer = 48 Public Const MapWidth As Integer = 160 Public Const MapHeight As Integer = 12 Public Const MapLayers...
XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition
By :
XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition
By:
Overview of this book
XNA Game Studio enables hobbyists and independent game developers to easily create video games, and now gives that power to Visual Basic developers. XNA lets you bring your creations to life on Windows, the Xbox 360 and the Windows Phone platforms. The latest release of XNA has added support to Visual Basic and therefore, Visual Basic developers now have the power to give life to their creativity with XNA.This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. It presents four different games, including a puzzler, space shooter, multi-axis shoot 'em up, and a jump-and-run platformer. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity.This book details the creation of four games, all in different styles, from start to finish using Visual Basic and the Microsoft XNA framework. 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 (16 chapters)
XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Introducing XNA Game Studio
Flood Control – Underwater Puzzling
Flood Control – Smoothing Out the Rough Edges
Asteroid Belt Assault – Lost in Space
Asteroid Belt Assault – Special Effects
Robot Rampage – Multi-Axis Mayhem
Robot Rampage – Lots and Lots of Bullets
Gemstone Hunter - Put on your Platform Shoes
Gemstone Hunter—Standing on your Own Two Pixels
Index
Customer Reviews