It was amazing how it cracked open a closed console-environment and let anyone release their games! Plus the XNA development suite was incredibly well done and mostly really easy to use, without lacking power. I even bought the Windows Phone developer license when it went on sale, because I thought it was linked to X-BoX , but they changed it to Windows 8 and Windows Phone 8 instead. I'll be releasing my game on pretty much everything I can, except apparently X-BoX Monsters of War!
Last edit by Curtis Turner on 10th September pm. Unity really is magic, you still get to code in C , but they give you this amazing level editor, and let you deploy to any platform you want. My whole studio still uses XNA, but we never released a game on xbox We do f2p mobile games, and are also working on current gen consoles.
It's funny that for the xbox one we had to write an XNA wrapper for unity, which it turns out is the only way to run c on the platform. Without XNA I wouldn't have learned how to code, it changed my life. Curtis, good luck with Monsters of War. Releasing on multiple platforms is a pretty good idea if you can make the time.
Craig, yup, I love still being able to code in C even in Unity. I keep thinking about going back to XNA as it works best better than Mono I think for Windows, but we'd need to use Mono to port to everything else. We could also actually display the real color instead of just the color name or RGBA values.
In this tutorial we will be creating a color visualizer. When creating a debugger visualizer there are a few steps that have to take place.
We need to do a few more things to get the visualizer be a Windows form that utilizes XNA. We will be altering the earlier steps a little since we are going to start off with a Creators Club Online Educational Example.
We want our windows form to actually utilize XNA and there is no reason to reinvent the wheel. Double click on the Properties node in the Solutions Explorer.
We will be adding this control to the form later. This is the control that will display the color being debugged. Since this assembly will be running in a special folder we need to explicitly tell it where it can find the Content assets.
We are using the Arial font from the original project. The ManifestModule. Name contains the assembly name as well. We are simply removing the assembly name from the path. Since the code is using reflection we need to add the following using statement to the top of our ColorControl. Remove the combo boxes, the split panel and delete each one.
Once it is selected you can hit the Delete button on the keyboard to remove it. Make the form itself a lot smaller. Compile the project and double click on the error to bring us into the MainForm. This keeps the window from being resized. This will create colorDialog1. We added a public property Color. We are using the XnaColor type. We simply return the BackgroundColor of our colorControl when Get is called. And for Set we, we set the background color of the control as well as Invalidate our control so it will be redrawn.
We could have hooked into the Idle event and called Invalidate continually, but there is no need for this control. The original example does this with the SpinningTriangleControl. Reading the WinFormsGraphicsDevice.
If the user clicks OK, we get the selected color from the dialog box and set our color property to the newly selected color. Our color property then sets the BackgroundColor property of the ColorControl.
Note: This control does not let us change the Alpha value of the color. We have to add a reference to the Microsoft. Making sure we are on the. NET tab we scroll down and select the assembly and add it to our references. The assembly attribute DebuggerVisualizer tells VisualStudio this is the entry point for the visualizer. It tells it what type of data it is visualizing as well as the description. The visualizer class itself inherits from the DialogDebuggerVisualizer abstract class.
We override the Show method to actually display our form with the data being investigated by the debugger. We look at the objectProvider object passed in and cast it to our Color type. We set the Color property on the MainForm to the value we are debugging. If all we wanted to do was display the color we would be done.
However, it would be nice to actually change the color on the fly while debugging. This is why we added the Color Dialogbox. We first check to see if the object we are viewing is replaceable.
However, if it is a variable holding a value then it will be replaceable and we replace the object by calling ReplaceObject on the objectProvider object passing in our new object form.
Color in this case. Since we have Content assets we also want to copy the Content folder and any assets to the Visualizers folder as well. It can be tedious to copy the assemblies and content assets after every compile. We can create a Post Build Event command line to copy it for us. Click on the Edit Post-build button and paste the appropriate variation of the following command and hit OK:. Now when we run a regular XNA project and we want to debug the color we simply set the breakpoint and when we hover over the color variable we want to debug we click the Magnifying Glass icon which will bring up our newly created form.
We simply modified the example to be a Class Library and added the actual Visualizer code. To debug a debugger visualizer a static test method can be created and then a console app can be created to call the static method.
This can be a great way to test the visualizer. Instead of creating a console app with all of the XNA assemblies referenced, I debugged the visualizer by attaching to another Visual Studio instance. A dialog will come up. Select Visual Studio instance you want to debug. Now when we set a break point in the main XNA project and hover over a Color variable and hit the magnifying glass it will kick off the Visualizer Debugger and if we had a breakpoint we could step though the code.
Pretty cool! For more reading on Visualizers look in the following here. Download the code from this tutorial here. It is official! The name change will be reflected on xbox. The prices options for the games are being changed. To me, it was really difficult for a Creator to compete against expansion packs, and XBLA titles anyway. The new price points will be 80, and On the Creators Club Online site itself there is a new shiny thing called Reputation.
The idea is great and hopefully it will inspire Creators to review and test more games. More information about Reputation can be found here. So if you push out an update to your game, the gamer will be asked if they want to download the most updated version of the game. Very cool! Also, now Creators get a maximum of 50 tokens for their games. This will allow the Creator to give media outlets an easy way to review their game.
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