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XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition

You're reading from   XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition Create your own exciting games with Visual Basic and Microsoft XNA 4.0

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849692403
Length 424 pages
Edition 1st Edition
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (16) Chapters Close

XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introducing XNA Game Studio FREE CHAPTER 2. Flood Control – Underwater Puzzling 3. Flood Control – Smoothing Out the Rough Edges 4. Asteroid Belt Assault – Lost in Space 5. Asteroid Belt Assault – Special Effects 6. Robot Rampage – Multi-Axis Mayhem 7. Robot Rampage – Lots and Lots of Bullets 8. Gemstone Hunter - Put on your Platform Shoes 9. Gemstone Hunter—Standing on your Own Two Pixels Index

Animation strips


In all of the other game projects in this book, our graphical resources have been confined to a single sprite sheet, onto which we have consolidated all of the images needed for our gameplay elements.

This works well for many small games, but it is certainly not the only way to organize your content. Since we are borrowing content from the XNA Platform Starter Kit, we will use it in the format it has been provided to us instead of creating new sprite sheets.

For each type of entity we will display in Gemstone Hunter, we have one or more PNG files containing multiple image frames for a single animation. For example, the Run.png file for the main character from the Platform Starter Kit looks as follows:

Each frame is of the same size (48 x 48 pixels in this case), and the size of the image file itself determines the number of frames contained in the animation. The run animation is 480 pixels wide, at 48 pixels per frame, so there are 10 frames in the animation.

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