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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Creating dialog wheels


Games such as BioWare's Mass Effect series have propelled the dialog wheel style of option selection to the forefront of modern gaming UI.

While it's essentially a dropped-down list in terms of functionality, the ability for a player to easily select an option via a gamepad, and the possibility of developing a "muscle memory" for popular or regular options, makes it a compelling choice for console games developers.

Getting ready

This recipe requires a SpriteFont file along with six images, with each image containing one grayscale segment of the wheel.

Here's one example of a complete wheel:

Here's one of the segment's images:

Note how the image of the individual segment hasn't been cropped or moved from its original position. Keeping each segment in place allows us to reconstruct the entire wheel easily by just layering the images directly on top of each other.

I constructed the example segments in a 3D rendering package, but any style of interlocking 2D imagery will...

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