Gaming Sharing XNA games?

  • Thread starter Thread starter Costello
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I'll ask my class mates when I get back to school.

I just finished level 3


it's getting quite exciting and several of my friends want to play it...
I really need to find a solution for this..
frown.gif



edit: yay 6000 possum
 
I've got the XNA framework and Visual Studio 2005. I'm currently using XNA for a Uni project so I can have a look at it if you like?

Also when I distributed my application for testing I had to create a setup that automatically checked to make sure the user had the right directx redists and xna redists. I'll see if I can find the tutorial I used to set it up right.
 
I'm about to finish the last level of the game, I'm supposed to finish the game by tomorrow.
I'll definitely post the source when I'm done.


Level 4 screenshot:
 
Bump:

Finished the game.
Here's a screenshot of the last level: (kinda rushed)

I was supposed to design 5 levels which I did.

For those who have Visual C# & XNA Game Studio installed, here's the full source:
http://gbatemp.net/up/phrogger-1.0.src.rar (6.3 MB)
if there's any missing file, let me know

If you're a good developper you could perhaps help me fine tune the collision detection, you'll see when you play the game it gets kinda annoying sometimes!






Final version of the source:
http://gbatemp.net/up/phrogger-final-source.rar
 
To redistribute a XNA game, you have to compile a "release" assambly in Visual Studio, and not a "debug" one.

Then, the computer which will execute the assambly must have (at least) the .NET Framework 2 AND the corresponding XNA redist (2.0 in your case). No need at all to have XNA or visual C# installed.

A link that might interest you if you want to create an installer that check for XNA redist: http://benjaminnitschke.no-ip.info/2008/04...orXNAGames.aspx

I'm a professional programmer and I developped quite a lot on XNA. I'm running a dev blog about it.


Looked a little bit at your code, sounds good for the collision, there's nothing much to do if you'r using the XNA bounding boxes.

There was a bug in your spriteFont, it uses Calisot MT font, not all Windows have it. For any font, you should stick to the .NET supported font (see the Font & FontFamily class reference).
I changed it to "Arial" and there's no problem.
 
on 360 when they released the XNA game launcher they allowed you to download the games free
but like a day later you now have to buy a $100+ subscription to access them...
 

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