It occured to me yesterday that I probably should learn XNA, given the fact that this framework will eventually allow me to develop games for my Xbox 360. Being able to have my games played on a game console has been something I've wanted since I started to program. So, with that in mind, I decided to experiment a little with XNA.
So after a few minutes, I had a blank window. It would have taken less, but I made sure to reformat the code so it wasn't like this:
public int stuff() {
int i = 4;
}
I personally can't stand that formatting, it confuses me a great deal. Sadly for me, all the template code you're given is formatted like this.
Anyways, I decided then that I should learn how to draw a sprite. A few minutes later, I drew a hand drawn picture I had made to the screen. I must say it was quite easy. What suprised me was that I was under the impression that I would be required to use the 3D coordinate system. I found that I could actually use the coordinate system I'm already familiar with from programming 2D games.
At this point, I pretty much realized that anything I could do in SDL, I could also do in XNA. Given enough time, I could probably recode Blocky Man in XNA. There are a few issues though. For instance, having to create a masked image for transparency. One of the main reasons that I started using Allegro, and later SDL, is because of color key transparency. However, I think I could get over that difficulty, and it might end up helping in some respects. I was thinking that I might try to code a robotron clone with stick figures and such. It would also have vehicles that take advantage of XNA's sprite rotation capibility. That would be a pretty cool side project.
With the regards to 2D sprite drawing, the documentation was very helpful. I can't say the same for 3D rendering, which I wanted to try out. When I created a program from the 3D code given in the documentation, it didn't render anything. I tried many different variations, with no luck.
I wish the package came with some examples. I know SpaceWar is supposed to be a big example, but I didn't really find it helpful. Especially, since I can't seem to play it without a common controller. It would be nice to have specific example programs, like "rendering a triangle" and "transformations". However, I know that several sites are currently creating such tutorials.
Apparently, in December, the full package will come out. I think at that time I'll really start to use it, but until then, I'll just stick to C++ and SDL. December isn't really that far away anyways, and I can't say Blocky Man will be done then either(probably not). However, I'm really looking forward to seriously using XNA, and maybe getting a game running on my 360.
I did become a member on OpenXNA. I don't think I'll have any content for a little while, but I wanted to make sure no one took the name "Stompy"[lol]
------Completely unrelated-----------------------------------------------
I saw "Flags of our Fathers" today. It's a great movie, and I definetly recommend it. Quite an interesting way to tell a story in a movie, but
it seems to work well. Basically, most of the actual Iwo Jima scenes are
told as flashbacks that the soldiers are having. It's a good idea, but it
can make the timeline seem confusing at times. I'm always a fan of World
War II movies, and this one is pretty good.
-------------------------------------------------------------------------