I've uploaded some code I was working on to animate sprites in XNA.
Animating a sprite isn't difficult, but I wanted some way to animate them but reduce the coupling between code and the animation. The Content Pipeline is perfect for this. So I created a component that will handle the animation scenarios that I need along with a content extension so that I could load these animations as content. Right now the animation information is in an XML file. This is a stepping point towards having a graphical tool for handling this.
You can read about the code here or see a brief description of it in the video below
I was working on a Windows Phone XNA example earlier and decided to run it on my Xbox. After duplicating the project as an Xbox 360 project I kept running into the same error that seemed to have no explanation.
<pre>Building content threw InvalidOperationException D3DERR_NOTAVAILABLE</pre>
It took a bit of time to figure out what was going on here. From doing a search on the Internet I found out that certain Direct3D programs cannot run at the same time as an XNA project. I don't fully understand why. But as it turns out the program that was causing me to experience this problem was the Zune client. Once I closed the Zune client I was able to compile and run my Xbox 360 program. Weird.
This is from one of the slides shared at GDC
- Visual Studio 2010
- XNA Game Studio 4.0
- Silverlight and XNA Framework
- Windows Phone 7 Series, Xbox, and Windows Project Templates
- Debugging Support
- C# Development
- .Net Framework (Windows)
- .Net Compact Framework (Xbox, Windows Phone 7 Series)
I can't help but notice VB.Net is missing (note: that is in no way a complaint, VB.Net was also unsupported in previous XNA versions). To use the Xbox Live APIs you must be partnered with Microsoft and meet additional certification requirements. So I won't talk much about Xbox Live services in the future. Most of us (including myself) won't have access to it.
XNA Game Studio will be made public within the next one to two months. Here's a few of the updates
- You'll be able to use the Mouse APIs on Windows Phones. The Mouse API will actually use the Multitouch functionality and return the position of rhte first point.
- There are two XNA Profiles, Reach and HighDef
- The Reach profile prvide maximum compatibility across the three screens
- The HighDef profile is for Xbox/PC. While it lacks WP7S Compatibility it lets you take advantage of the device's capabiities
- The Multitouch APIs are now available to Windows targets
- The ZuneHD won't be getting XNA 4.0
- XNA 4.0 isn't designed to be backwards compatibile with XNA 3.1. Compatibility was sacrificed in the interest of progress.
- Windows Phones will have the Same aspect ratio but different screen resolutions
- To the developer both devices have the same resolution. WP7S contains hardware scaling
- WP7S also contains hardware functionality for scree rotation
- Custom effects are not available on Windows Phone 7 Series
- Emulator will be available. You don't need to own a Windows 7 Phone.