XImplosionX

I've posted quite a few threads in the past day, so bear with me.

What I'm writing is basically a tool that will allow you to write a scene, using preloaded sprites, backrounds, audio and more. Now from there, it will use Reflection.Emit to take the game and turn it into a simple .exe file that will have all the draw calls included. Now, what I am worried about is that good old ContentLoadException. Now, I would need away for my exe to include all of the nessicary content at runtime. I was thinking of compressing them using a standard Gzip-like format, then at runtime loading up what would be needed. I'm wondering if there is a better approach at doing this.



Re: XNA Game Studio Express Writing a Custom Game Making Tool using XNA

Shawn Hargreaves - MSFT

The first decision you're going to have to make here is whether you want to use the content pipeline to process your assets.

If not, you're just dealing in raw bits so you can load and save those any way you like: the .NET BinaryWriter and BinaryReader classes are probably a good place to start. Just make sure all your files are in the project output directory when you deploy your game to Xbox, and all will be good.

If you want to use the content pipeline to parse your source asset files and take care of all the format conversions and serialization for you, you will want to learn about MSBuild, and the BuildContent task from XNA. You can invoke this either using the commandline MSBuild tool, or programatically using the MSBuild API. I made a blog post with an example of a very simple MSBuild project that invokes the content pipeline build task.





Re: XNA Game Studio Express Writing a Custom Game Making Tool using XNA

XImplosionX

I would love to have used the Content Pipeline, but alas I'm writing this in VB.NET. It is also a PC Based Engine. Basically, the reason I choose Reflection.Emit was to simplify the whole process and learn some MSIL while I was at it. Basically I was wondering if I can use the Content Pipeline with XNA, and if not should I go with some other way of getting the exe's to read the content.



Re: XNA Game Studio Express Writing a Custom Game Making Tool using XNA

Shawn Hargreaves - MSFT

You certainly can use the content pipeline, but it will be more work if you are creating dynamic geometry from VB, rather than using the UI we built into C# Express.

MSBuild is your friend if you go this route - ti can be used to automate all the content processing.






Re: XNA Game Studio Express Writing a Custom Game Making Tool using XNA

XImplosionX

I see. I actually have no intention on using the content pipeline UI, just can't stand C#. I don't quite understand how I would use MSBuild. Would I use that to grab the content files and move them to the correct file location, then I can use Reflection.Emit to emit my proper draw commands for drawing said content Correct me if I am wrong.