XNA 4.0 Game Development by Example Visual Basic Edition
Time for action - installing XNA Game Studio
Time for action - creating a new Windows game project
Time for action - adding variables to the class declaration area
Time for action - customizing the Initialize() method
Time for action - creating the squareTexture
Time for action - coding Update() for SquareChase
Time for action - draw SquareChase!
Time for action - play SquareChase!
Flood Control Underwater Puzzling
Time for action - setting up the Flood Control project
Introducing the Content Pipeline
Time for action - reading textures into memory
Time for action - build a GamePiece class - declarations
Time for action - building a GamePiece class constructors
Time for action - GamePiece class methods part 1 updating
Time for action - GamePiece class methods part 2 rotation
Time for action - GamePiece class methods part 3 connection methods
Time for action - GamePiece class methods part 4 GetSourceRect
Time for action - creating the GameBoard.cs class
Time for action - initializing the game board
Time for action - manipulating the GameBoard
Time for action - filling in the gaps
Time for action - generating new pieces
Time for action - water in the pipes
Time for action - making the connection
Time for action - Game1 declarations
Time for action - updating the Initialize() method
Time for action - drawing the screen the title screen
Time for action - drawing the screen the play screen
Time for action - scores and scoring chains
Time for action - handling mouse input
Time for action - letting the player play
Flood Control Smoothing Out the Rough Edges
Time for action - rotating pieces
Time for action - falling pieces
Time for action - fading pieces
Time for action - updating GameBoard to support animated pieces
Time for action - generating fading pieces
Time for action - generating falling pieces
Time for action - modify Game1 to generate rotating pieces
Time for action - updating Game1 to update animated pieces
Time for action - update Game1 to draw animated pieces
Time for action - add SpriteFonts to Game1
Time for action - drawing the score
Time for action - creating the ScoreZoom class
Time for action - updating and displaying ScoreZooms
Time for action - tracking the flood
Time for action - displaying the flood
Time for action - adding difficulty levels
Asteroid Belt Assault Lost in Space
Time for action - creating the Asteroid Belt Assault project
Time for action - declarations for the Sprite class
Time for action - Sprite constructor
Time for action - basic Sprite properties
Time for action - animation and drawing properties
Time for action - supporting collision detection
Time for action - adding animation frames
Time for action - updating the Sprite
Time for action - drawing the Sprite
Time for action - creating the StarField class
Time for action - updating and drawing the StarField
Time for action - viewing the StarField in action
Time for action - building the AsteroidManager class
Time for action - positioning the asteroids
Time for action - checking the asteroid's position
Time for action - updating and drawing Asteroids
Time for action - bouncing Asteroids part 1
Time for action - bouncing Asteroids part 2
Time for action - adding the ShotManager class
Time for action - firing shots
Time for action - updating and drawing shots
Time for action - creating the PlayerManager class
Time for action - handling user input
Time for action - updating and drawing the player's ship
Time for action - creating the Enemy class
Time for action - waypoint management
Time for action - enemy update and draw
Time for action - creating the EnemyManager class
Time for action - setting up the EnemyManager class
Time for action - spawning enemies
Time for action - updating and drawing the EnemyManager
Asteroid Belt Assault Special Effects
Time for action - constructing the Particle class
Time for action - updating and drawing particles
Time for action - the ExplosionManager class
Time for action - creating explosions
Time for action - updating and drawing explosions
Time for action - creating the CollisionManager class
Time for action - player shot collisions
Time for action - player collisions
Time for action - using the CollisionManager class
Time for action - building a sound effects manager
Time for action - using the SoundManager class
Time for action - structuring the game
Time for action - drawing the game structure
Robot Rampage Multi-Axis Mayhem
Time for action - creating the Robot Rampage project
A world larger than the screen
Time for action - creating the Camera class
Time for action - building a new Sprite class
Time for action - viewing the Sprite and Camera classes in action
The game world tile-based maps
Time for action - creating the TileMap module
Time for action - dealing with map squares
Time for action - handling tiles
Time for action - drawing the tile map
Time for action - random wall placement
Time for action - building the Player module
Time for action - handling input
Time for action - staying in bounds
Time for action - accounting for walls
Robot Rampage Lots and Lots of Bullets
Time for action - the Particle class
Time for action - the EffectsManager module
Time for action - building explosions
Time for action - spark effects
Time for action - beginning the WeaponManager module
Time for action - shots colliding with tiles
Time for action - the PathNode class
Time for action - beginning the implementation of A*
Time for action - finding the path
Time for action - adjacent squares
Time for action - updating the WeaponManager class
Time for action - building a computer terminal
Time for action - the GoalManager module
Time for action - building the Enemy class
Time for action - enemy AI methods
Time for action - the enemy manager
Time for action - destroying enemies
Time for action - the GameManager module
Time for action - awarding points
Time for action - updating the Game1 class
Gemstone Hunter - Put on your Platform Shoes
Time for action - creating projects
Time for action - the MapSquare class
Time for action - the Camera module
Time for action - the TileMap module part 1
Time for action - the TileMap module part 2
Time for action - the TileMap module part 3
Time for action - adding the tile map to the game project
Time for action - creating the Level Editor project
Time for action - adding a form
Time for action - adding event handlers
Time for action - creating the menu bar
Time for action - tile selection controls
Time for action - final controls
Time for action - updating Game1
Time for action - the Game1 Update method
Time for action - completing the editor part 1
Time for action - fixing the scrolling delay
Time for action - implementing loading and saving
Time for action - handling the FormClosed event
Gemstone Hunter—Standing on your Own Two Pixels
Time for action - building the AnimationStrip class
Time for action - building the GameObject class part 1
Time for action - building the GameObject class part 2
Time for action - building the GameObject class part 3
Time for action - creating the Player class
Time for action - overriding the Update() method part 1
Time for action - overriding the Update() method part 2
Time for action - repositioning the camera
Time for action - building the LevelManager module
Time for action - building the Gemstone class
Time for action - implementing score tracking
Time for action - summoning the zombies
Time for action - interacting with zombies
Time for action - supporting map transitions
Time for action - handling codes