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XNA 4.0 Game Development by Example: Beginner's Guide Kindle Edition

4.6 out of 5 stars 7 customer reviews

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Length: 428 pages

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Product Description

About the Author

Kurt Jaegers Kurt Jaegers is a database administrator by day, 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, one of the earliest XNA-focused tutorial websites.

Product details

  • Format: Kindle Edition
  • File Size: 4944 KB
  • Print Length: 428 pages
  • Publisher: Packt Publishing (24 Sept. 2010)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B005BR2ISO
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: 4.6 out of 5 stars 7 customer reviews
  • Amazon Bestsellers Rank: #373,579 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Format: Paperback
This book uses three very different games to gradually introduce new concepts in XNA and c#.

Chapter 1, Introducing XNA Game Studio

A brief history (thankfully brief) of XNA and how to install. I like the "What just happened?" explanations. These offer a more detailed description of what you have actually done- assuming that you are working through the book together with your computer.

Chapter 2, Flood Control - Underwater Puzzling
Using a 2D board game to introduce the XNA Content Pipeline, and sprite sheets. This book does not assume that you are a C# programmer and makes some efforts to try and explain some c# concepts at the same time as introducing you to XNA concepts. If you are new to programming and c# then terms such as Overloading, and Alpha blending are explained as they are introduced.

Chapter 3, Flood Control - Smoothing out the Rough Edges
Through the use of this interesting introductory game the author continues to teach you c# concepts such as inheritance. Most games also contain some maths knowledge and the author does not leave it to chance that you may not know what a radian is.

Chapter 4, Asteroid Belt Assault - Lost in Space
This second game is an introduction into 2D animation and introduces you to collision detection and how to support such a requirement. (This game brought back to me the concept of Player-Missile graphics on my first Atari in the early 1980's).

Chapter 5, Asteroid Belt Assault - Special Effects
This chapter introduces you to explosions and sounds and the various ways of handling sound in XNA. This also contains an introduction into a 2D particle system.
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Format: Paperback Verified Purchase
Basically, if you want to make 2D videogames and don't know how or aren't too good at it, get this book NOW!

A LITTLE ABOUT ME:
I had been playing with XNA since the 3.0/3.1 version but never really achieved anything.
Read a lot of recommended books about the framework but none of them helped me with the process of making a game as all of them would teach me the basics of OOP and not the basics about game development.

I was about to give up when I came across with this book, now I'm making my own games and having fun witth them :)

This book is, from my POV, the best place to start with 2D game designing, and even if you don't know that well OOP or the .Net framework it's still gonna be helpful as it starts slowly and quickly builds up.

ABOUT THE BOOK:
The book is divided into 9 chapters, the first one explains what XNA is and how it works and explains how to make a really simple game.
After that, it shows how to make 4 different games, each one within 2 chapters: The first chapters usually builds a simple game and the second chapter upgrades it by putting more complex stuff into it (like path finding algorythms, sound effects, visual effects, etc).

The good thing about the games it teaches you is that they basically cover every type of game except for sports and rpg, on chapter 2 & 3 you'll make a board game with animations, on ch.4 & 5 a space shooter with enemies moving over waypoints, on ch.6 & 7 a TDS game with random generated maps, powerups, a world larger than the screen (using a camera) and path finding algorythms, and on ch.8 & 9 a sidescroller platformer game ala MarioBros. It also explains how to make a MapEditor by using winforms + xna (really useful thing for your games).
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Format: Paperback
I think that this book is good if you are someone with some programming experience that wonders how to turn your knowledge of object oriented programming into games. I also like the 'by example' learning model of the book, rather than explaining concepts in an abstract way which often programming books do.

My only real criticism of the way this book is written is that you can spend long periods of time just copying code from the book before you actually get to try out (and test/play) what it is you've been writing. As well as making it more difficult to hold your attention, it also means you slip in the odd mistake. This is good in a way for someone with programming experience because it means you have to debug and step through your code to work out why things are not as they should be helping you understand it better.

However if I were to put my myself in the shoes of someone with very little experience of visual studio and/or programming it might result in that person getting frustrated to the point of giving up on the book.
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Format: Paperback Verified Purchase
This is an excellent beginner's guide to XNA 4.0!

I bought this book as being a typical student I had been missing some classes which we were working on Game Design using XNA. This book contains for examples of games using different techniques and styles, with a full walk-through for each one.

Step by step coding instructions showed what everything meant, where to put it and what it did directly - how it affected the game. I particularly liked the style of writing with this, and even for the price I think it's well worth it.
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