Tag: xna

Porting a Game from XNA 4.0 to MonoGame 3.0 for Windows 8 Store

It’s fairly certain that Microsoft won’t be supporting XNA for non-Windows Phone platforms, so I decided to take some time to port my game to MonoGame. Just recently, the MonoGame team has released MonoGame 3.0 which includes full support for the Windows 8 Store. Follow these meager instructions to get yourself started with doing that. If you’re lucky like I was, there’s a chance that your code is almost a 100% carry-over to the MonoGame libraries.

  1. Download MonoGame 3.0 Installer
  2. Create New MonoGame Project for Windows 8 Store
    • Using Visual Studio 2012, create a new MonoGame project under Visual C# –> MonoGame –> MonoGame Game
  3. Manually Copy Code and Change References
    • Make sure MonoGame is referenced using the Windows 8 lib at C:Program Files (x86)MonoGamev3.0AssembliesWindows8MonoGame.Framework.Windows8.dll
    • Copy classes and files to the new project so that it mirrors the hierarchy of your XNA 4.0 project
    • Any libraries that are referenced which were compiled against the full .NET Framework will need to be recompiled against the .NET Core Framework (a subset of the .NET Framework that Windows Store Apps will reference)
    • Compile and fix any errors generated because of references to things that are no longer supported by Windows Store
    • Copy serialized .xnb files manually to the output directories of your MonoGame project (this is required because the Content Pipeline is not supported in Visual Studio 2012)

Some of the errors that I got were references to Close() method calls on streams (removed in .NET Core) and setting DTD validation on XmlStreams (also removed in .NET Core). See the link in the references section for an overview of the changes in .NET Core. Also, MSDN will have little green bag icons next to anything that is supported in the Window Store.


http://msdn.microsoft.com/en-us/library/windows/apps/br230302.aspxRead more

Chains of Acadia: Weapon Juggling

Like I stated in my previous blog post, I wanted to implement a weapon bar that allows players to cycle through weapons for different situations. Well, I came up with what you see in the screenshot below:

You can see a couple things here (and ignore the red boxes, those are just there for development purposes). This screenshot shows off the player status bar (health, shields, weapon experience) as well as the weapon bar. The icons in the weapon bar indicate the weapon that will be used when that slot is selected. In the screenshot, I have the flamethrower selected (yea, it’s not totally obvious that it’s a fireball). I can cycle through the weapons by using the scroll wheel or pressing the number keys that correspond to the slot. For example, pressing “1” will select the first slot (which is empty here) and pressing “6” will select the last slot (which is a proximity mine). For now, the input is only keyboard based, but when I eventually try to release this game on Xbox Live Indie Games, I will be more concerned about the gamepad as well.

Now, the juggling part comes in because each weapon gains experience when used and when experience points are picked up from enemies, bosses, and puzzles. However, only the active weapon will gain the benefit of the experience gain. This adds a bit of choice regarding what you want to level up first because the experience isn’t shared! When you fill the experience bar for a weapon, it will be upgraded to a new level. This will give it a few possible benefits. It could be more damage, more ammo, faster fire rate, more projectiles per shot, or a shorter cooldown time. There are a lot of possibilities, and I’m still playing with them.

My next goal is to make the weapon types a bit more obvious. For example, the third weapon in the screenshot above is actually a rocket launcher (yea, that’s a rocket). The icons are hard to distinguish, so I am going to come up with a solution.… Read more

Read about My Game: The Chains of Acadia

I have been developing software professionally for about 5 years now, and I have been playing video games nearly my entire life. The combination of the two is something that I decided to tackle back in July of this year. Having never programmed for anything other than enterprise software, I decided to ease my way into the scene via XNA. I was already familiar with C# through my work, so it was an obvious choice to learn the basics and dip my toes into the ocean of game design.

Since I am a full-time employee, I usually only get nights and weekends to work on this project. I would love to dedicate all my time to the development of my first game, but I am constantly reminded that something has to pay the bills. Anyway, you did not come here to read about my life; you came to read about my game! I have quickly learned that game development calls for many different talents. Some of the requirements include skills that I simply do not possess. Namely, I have trouble producing quality art, sound, and music. Since I am in this alone (for now), I have to rely on the wonderful open source community to fill this important gap. I can handle the technical side no problem, but when it comes to art, yikes. Without further ado, here is my game.

The Chains of Acadia is a story of a hero. Oh, wow, how original. The thing is though, Acadia (the hero), does not know that he is a hero. When he finds out the truth, he probably will not want the status bestowed upon him. I do not want to ruin the story, so I will stop there and simply explain the style of play involved. The best way to describe the style is to picture Smash TV mixed with a slight bit of Touhou and some minor RPG elements.

Take this image from my Twitter account for example. You can see that the player is constricted on four sides by the walls of the screen. Not every screen will have this type of layout, but it will be the most common. The player has to complete several waves and challenges to proceed to the next screen. Remember in Zelda dungeons when going through a door would slide the camera to the next screen? This is similar.

Screens (maps) will make up a larger “level” that the player can explore to complete challenges, events, and puzzles. Unlike Smash TV, I want the player to have to return to certain screens for one reason or another. Maybe to pick up an item that was not available the first time around. Maybe there is a locked door that can only be opened by pushing a button or retrieving a key in another map. In order to add some fun to the mix, I have implemented a system that generates bullet patterns reminiscent of the Touhou series of games. This allows me to create some really cool challenges that the player must navigate through while attempting to destroy waves of enemies, defeat boss battles, or complete puzzles.… Read more

Resolution Independent 2D Rendering in XNA 4

When I first started making my game, I hard coded the screen resolution to 800 x 600 for simplicity and built my menus and levels with the assumption that the screen was exactly 800 pixels wide and 600 pixels high. This was a mistake because all of my UI positions, tile positions, and entity placements were based on absolute positions and did not look proper when the resolution changed. If the user wanted to use a screen size that was not 4:3 and super tiny, the game looked completely wrong and was unplayable because the level layout was all over the place.

To solve this, I used David Amador’s Resolution class to introduce a means of rendering my scenes independent of the actual resolution of the window. I maintained an “internal” or “virtual” resolution of 1280 x 720 (Xbox standard) to be used for position of all my entities and UI elements. This virtual resolution never changes. Users can then adjust the “actual” resolution of the game which determines the real window size. We use a scaling matrix to transform the virtual resolution to fill the actual resolution with additional letterboxes or pillarboxes depending on the virtual and actual resolutions. I suggest you read the linked article from David Amador to understand the class and how to use it.

Changes for XNA 4

David’s article is what really counts when it comes making this work. However, it was written pre-XNA 4 and requires a minor change. Calls to SpriteBatch.Begin() require more parameters in the overload that allows for a transform matrix. The current method of using David’s code to scale your virtual resolution up to the actual resolution is:

spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix());

Obviously, your needs will dictate the exact parameters, but this is the overload you need to use at the very basic level.

Transforming Mouse Coordinates

Another problem you’ll run into is when trying to use mouse coordinates to interact with the elements of your game. The transformation matrix is applied only to the sprite rendering and does not affect the state of the mouse cursor. For example, using a straight up MouseState.GetState() will return coordinates in terms of the actual resolution and not the virtual resolution. Since your game is working in terms of the virtual resolution, this behavior is wrong!

Luckily, one of the commentors in David’s article explained a way to transform mouse coordinates into the virtual screen space. Here is a simple static abstraction that I created to get mouse position in terms of virtual resolution.

First, add two static members to the Resolution class.

static private int virtualViewportX;
static private int virtualViewportY;

Second, assign values in the ResetViewport() method.

viewport.X = (_Device.PreferredBackBufferWidth / 2) - (width / 2);
viewport.Y = (_Device.PreferredBackBufferHeight / 2) - (height / 2);
virtualViewportX = viewport.X;
virtualViewportY = viewport.Y;

Third, expose the values in public properties.

public static int VirtualViewportX { get { return virtualViewportX; } }
public static int VirtualViewportY { get { return virtualViewportY; } }

And finally, create a static MouseHelper class (or whatever you want) that has a way of getting the mouse position and translating it into virtual coordinates for you.… Read more

Simple Deserialization with XML and XNA Content Pipeline

The XNA Content Pipeline can at first seem daunting but is extremely easy to use once you get the hang of it. I wanted to share a small class that I created to represent an enemy entity that has its information stored in an XML format. The content pipeline reads my XML animated sprite data and imports/processes it to a .xnb file at build time. At run time, this .xnb file is then deserialized into an object that I can use to draw to the screen.

My XML content looks like this:

<?xml version="1.0" encoding="utf-8" ?>
    <Asset Type="ContentPipelineExtensionLibrary.EntityData">

The C# class associated with this data at run time looks like this:

namespace ContentPipelineExtensionLibrary
    public class EntityData
        public int CollisionOffset;

        public float HorizontalSpeed;

        public float VerticalSpeed;

        public String SpriteIdle;

        public String SpriteMove;

The XNA Content Pipeline has a built in importer and processor for XML –> Object deserialization. As long as you have the “Type” attribute of the “Asset” element set to the correct namespace and class, the Content Pipeline will take care of the rest. Just load this content like so:

EntityData enemy = content.Load<EntityData("SimpleEnemy");

Reference: http://msdn.microsoft.com/en-us/library/ff604979Read more

Quirks with XNA ContentManager Load and Unload

I was recently experimenting with game state transitions and attempting to unload content when a screen was no longer needed. For example, I had a main menu screen which loaded assets to its own ContentManager on activation and unloaded the content when the screen transitioned off based on user input. This all worked fine until the main menu was asked to transition back on after the user was done playing the game.

What I found is that calling the ContentManager’s Unload method will call the Dispose method of all the resources for which it is responsible. You do not and should not manually call the Dispose method for content that has been loaded. However, a problem arises when you want to reuse something that has been unloaded without reinitializing the ContentManager. Even worse, the problem arises even if you call the Load method for a piece of content after it has been Unloaded.

For example:

Texture2D texture = content.Load&amp;lt;Texture2D&amp;gt;(&quot;texture&quot;);
texture = content.Load&amp;lt;Texture2D&amp;gt;(&quot;texture&quot;);


I received an error on line 7 of the above paste because even though I reloaded the texture, the ContentManager will return the cached version of the already loaded texture (even though you called Unload!). Yes, the cached version is the one that got disposed!… Read more

Build XNA Game Installer: Visual Studio Setup Project

This guide assumes:

  • Visual Studio 2010 Professional
  • XNA Game Studio 4.0
  • Users will be Windows

This is the second article about building an XNA game installer when you are ready to distribute your game to the masses. In the first part, I described how to use the convenient ClickOnce option to build a relatively simple and non-customizable deployment package. If the ClickOnce option is too restrictive for you or simply does not meet your needs then you should refer to this article about using a Setup Project to create a more customizable installation package.

As with most things in life, the Setup Project is not a perfect solution to packaging up and distributing your game. What I find extremely annoying and shortsighted on Microsoft’s part is that the Setup Project will not automatically detect your game content like ClickOnce does. I want to be clear that, in this context, “content” is referring to your compiled content by the Content Pipeline (textures, sounds, other files) and not the “content” of your project as a whole. I will explain how to force the Setup Project to use your game content. Be warned: it is tedious and annoying, but it works..

  1. Open your game solution
  2. Right click solution -> Add -> New Project…
  3. Other Project Types -> Setup and Deployment -> Visual Studio Installer -> Setup Project
  4. Right click the setup project -> Properties
  5. Change the “Configuration” drop down to whatever configuration you want the setup to use (debug/release/etc)
  6. Click “prerequisites”
  7. Make sure these are checked:
    • Microsoft .NET Framework 4 Client Profile (x86 and x64)
    • Microsoft XNA Framework Redistributable 4.0
    • Windows Installer 3.1
  8. Right click the setup project -> View -> File System
  9. In the “Application Folder”, right click -> Add -> Project Output
  10. Change the “Project” drop down to the main game project
  11. Click “Primary” output in the list box
  12. Choose the configuration for which you want to include the output (debug/release/etc)
  13. Repeat steps 9-12 for any other projects that you need to include in the output (custom libraries)
    • NOTE: Do note include output from content pipeline extension projects because the content pipeline it is unavailable at run time

You just created a setup project, told it which prerequisites are needed for your game to work, and finally told it which build output you want to include in the installer. You can arrange the “File System” folders to how you see fit for your application folder hierarchy. For example, you should see options to include files in the User’s Desktop or the User’s Programs Menu in case you want to include shortcuts. Be careful not to abuse this though, because the user will not be happy if you dump 500 files on their desktop!

While that was relatively painless, all is not well in setup project land. For some reason there is no way to have the setup project automatically find your compiled content in .xnb format after the content pipeline has imported and processed your content files. You can include the “Project Output” of the content project, but that will not do anything useful, so do not bother!… Read more

Build XNA Game Installer: ClickOnce

This guide assumes:

  • Visual Studio 2010 Professional
  • XNA Game Studio 4.0
  • Users will be Windows

This article is the first of two on how to package your XNA game into an installer for Windows environments. The first is the easier but less customizable option of using Visual Studio’s built in ClickOnce installer. ClickOnce is essentially a hand-holding tool to package up prerequisites, dependencies, manifests, and content. Additionally, it allows you to specify locations from which the users will install the package (CD, Web, Shared Drive). More conveniently, ClickOnce allows you to specify where the application should check for updates in order to automatically update the content when new versions of the application are released. For example, you could specify a URL that the application will use to check for new versions. If a new version is detected, you can specify either the same URL or a different URL to use for downloading the new content.

While ClickOnce is easy to use, it is not perfect for every scenario and can fail quite spectacularly. I have personally run into situations where users could not install updates to the application because of cryptic errors that were only resolved by completely recreating a user account in Windows (I kid you not, this is a Microsoft-sanctioned approach). Many of the errors are difficult to diagnose and the documentation does not help much when it comes to the more advanced features of ClickOnce. It is definitely convenient, but do not use it if you want customization or extendability.

That said, here is how you use ClickOnce to package your XNA game into an installer.

  1. Open your solution in Visual Studio
  2. Right click your main project -> Properties…
  3. Click Publish tab
    • Publishing Folder: local or remote path that will be the destination of the publish (example: C:DevGamesGame1Installer)
    • Installation Folder URL: optional unless you want the users to install from a location different from the publish location
    • Install Mode: Pick offline availability (users should not have to be connected to the internet to play video games!)
    • Click Application Files…
      • Make sure the Publish Status of your game files is set to Include (Auto)
      • Make sure the Publish Status of the XNA libraries is set to Prerequisite (Auto)
    • Click Prerequisites…
      • Microsoft .NET Framework 4 Client Profile
      • Microsoft XNA Framework Redistributable 4.0
      • Windows Installer 3.1
    • Click Updates…
      • Check for updates if you want your application to check for updates through ClickOnce
      • A lot of the options are self explanatory on this screen
    • Click Options…
      • Description tab
        • Publisher name: your company name
        • Suite name: optional used to define a super application that manages this one
        • Product name: the name of your game
      • Deployment tab
        • If you want to deploy to a web page, specify the URL here
        • Check the other options here if need them
      • Manifests
        • Click “Create desktop shortcut” if you want a shortcut
        • Ignore the other options unless you really need them
  4. Specify the version of this publish (you can have it auto increment if you want)
  5. Click either the Publish wizard (which just confirms your already entered information) or Publish Now to begin publish

Your published files will be organized like this:

  • Application Files
    • Contains every version that has been published (in case user needs to rollback to a previous version)
    • Contains “Content” folder which includes files from your Content project in your XNA solution
    • .dll
Read more