How hard is it for a begginger with no experience in programing and low math skills to make a working game on XNA Is it even possible How much does it take to learn C#, and how intuitive is it My first choice of program to use would be the Torque Engine, because it was implemented well in Marble Blast Ultra on Xbox Live Arcade. I would really like to be able to create games, even if simple, I also want to get in the video game industry, though not currently in programming, but I mainly want to do it as a hobby. Thanks for any help you guys can give me.

Re: XNA Game Studio Express Begginers and XNA


Hello QuantumMishief,

Learning any programming language is not hard once you get the basics down. C# is very good for programmign games beign a beginner. There is a lot of system level stuff that is taken care of so you can work on your game and not the system stuff, but since the langauge is Object Oriented there might be a bit of a learning curve. You can download Visual C# 2005 Express from MSDN's website for free, no strings attached.

Infomation about XNA specifically is sparce. But it is based off of Managed DirectX and the .NET framework, so learning Managed DirectX 1.0 and some of the .NET framework would give you a push into learning XNA.

Programming isn't something that you can learn quickly, nor do you see results immediatly. Keep at it and don't give up. Use the documentation on MSDN a lot, and feel free to ask questions.

Click here for some C# Tutorials

Re: XNA Game Studio Express Begginers and XNA


this may sound weird but how hard would it be to port a game made with XNA to platforms like GC, PS2, Xbox, or even DC.

Re: XNA Game Studio Express Begginers and XNA


I would imagine that would be exceedingly difficult.

Re: XNA Game Studio Express Begginers and XNA


 DreamConspiracy wrote:
this may sound weird  but  how hard would it be to port   a game made with XNA   to platforms like    GC, PS2, Xbox, or even DC.

When pigs fly. Several platforms have OpenGL-like software interfaces to hardware, so learning OpenGL will be your best bet. OpenGL runs on Windows, Linux, Unix, Mac, Amiga (god i miss Amiga), and I'm sure there's other smaller ones, and OpenGL|ES (subset of OpenGL) for PlayStation 3. PS1/PS2 have their own proprietary libraries while GC has a similar interface to OpenGL. Thus, if porting is important to you, you're using the wrong library. Learning OpenGL would expose you to several machines your company may use in the future. Luckily, learning one API is learning the other API to some degree, so it's really up to you. But I would say OpenGL is your best bet, and the Tao Framework includes it for C# development. Needless to say, you can use it for any language that your future company may use in the future. There is sometimes the need for flexibility especially for broader marketing, but you may be happy targeting Microsoft systems which is perfectly fine. Microsoft's products won't reach any other system that's not their own because doing so would mean a loss of licenses and will loose you from exclusively developing for their platform. All I'm saying is know who you want to target, come up with a game design, and figure out what platform and tools you need to get the job done.

Re: XNA Game Studio Express Begginers and XNA


What's hard for me about programming in general is learning Class library. The .net Framework is insane, I have no idea how to use it, or find something that I could use or understand.

Re: XNA Game Studio Express Begginers and XNA

Jim Perry

The best way I've found to learn is to create projects that do different things and find the pieces of the Framework that you need, either in the Help or by posting messages here asking for help.

Re: XNA Game Studio Express Begginers and XNA

Glenn Wilson

I have put together a small post for XNA Beginners.

Re: XNA Game Studio Express Begginers and XNA

Richard Kain

Nigh Impossible. XNA is designed specifically as a .NET extension of DirectX. XNA is, and likely always will be, specific to Microsoft platforms. It will probably never run on anything other than Windows and the XBox 360. Those are the platforms that it is intended for.

This has everything to do with the Graphics API. DirectX has always been exclusive to Microsoft platforms. Its popularity and widespread use account for why Microsoft has such a stranglehold on PC gaming. Any game that uses DirectX is almost certain to remain on Microsoft platforms. Porting them to other platforms would require an immense amount of rewriting. In the case of XNA, you would probably have to rewrite more than 80% of your game to get it on another platform. XNA handles so much of the rendering and low-level tasks for you. You could probably port a decent portion of your game logic over, especially if you had abstracted it properly. But anything that had to do with rendering or content loading would have to be recreated from scratch.

On the bright side, the C# language is NOT platform specific. There are tools on almost every platform that allow for game development using C#. Learning to program games using XNA will give you programming experience that will translate to multiplatform development. Just don't use XNA if you want your game to be multi-platform. That's what OpenGL is for.