Making the Zune HD Sparkle with XNA Game Studio 3.1 – Part 2

Introduction

This is part two of a two-part tutorial dealing with touch and accelerometer input on the Zune HD.  It’s assumed that readers have already read the first part, which provides a full discussion of building the application to this point, including required prerequisites.  If you haven’t read it already, see Making the Zune HD Sparkle with XNA Game Studio 3.1 – Part 1.

This part of the tutorial adds a number of GUI elements to the application, making it more complete by adding an instruction screen and a menu to manipulate the behavior of the display.

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Posted in game development, programming at February 17th, 2010. No Comments.

Making the Zune HD Sparkle with XNA Game Studio 3.1 – Part 1

Introduction

This article explores using XNA Game Studio to access the two primary forms of user input on the Zune HD: the multitouch screen, and the accelerometer. We’ll do this by building a small demo that allows the user to create sparkles by touching the screen, and to move them around by tilting the device.

Over the course of this tutorial, the following subjects will be covered:

  • Multitouch input
  • Accelerometer input
  • Animating blended sprites
  • A simple UI  (in part two)

I won’t be going over how to create a new XNA game project, nor will I describe how to add textures using the Content Pipeline. I assume that the reader has read enough about Game Studio to know how to do these things already. If you haven’t, I suggest downloading XNA Game Studio (a link is provided below) and going through the first tutorial provided in the Game Studio documentation.

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Posted in game development, programming at February 16th, 2010. No Comments.