Getting started with Swf2XNA

By robin, July 1, 2010 5:04 am

Swf2XNA is now live! This is an open source (BSD) program that allows you to make Windows/XBox/Win7 games by leveraging Flash for assets and layout, as well as using Box2D visually. It makes 2D games in XNA quite simple to make!

There is a reasonable amount of documentation, some videos, and a lot of sample code and components. If you have any questions, feel free to email or ask on twitter (I’m there more often than anywhere – @debreuil).


Getting Started with Swf2XNA


Swf2XNA Components

12 Responses to “Getting started with Swf2XNA”

  1. Alex Hogan says:

    Wow this is amazing! So generous of you to release it out to people!

    I can’t wait to get into it!

  2. [...] 如果您是第一次访问本站, 欢迎您订阅本站的RSS源以便及时获得本站的信息。同时,本站也专门搭建了一个论坛以供大家交流。论坛里面的内容更加丰富哦!近日Robin Debreuil在其Blog上公布了一项基于BSD协议的工程,该项目的作用在于将基于flash的游戏方便快捷的转换为XNA游戏,使得其可以移植到Windows Phone 7, XBox以及Windows平台上。 [...]

  3. Have to agree fantastic stuff, saw this when it first appeared on codeplex and have been watching since, great work getting the blog post up. You even have a mention now on Shawn Hargreaves blog!!!.
    Anyone else readig this should also check out your particles post http://blog.debreuil.com/?p=62, which is just astounding. Going to try and use that on WP7 in my own tutorial series soon.

  4. [...] other news, Robin Debreuil has released an open source program that allows you to make 2D games with the XNA framework using “Flash for assets and layout, as well as as using Box2D visually.” Check it out [...]

  5. [...] out  his blog for more information and happy [...]

  6. Jimmy D says:

    I just wanted to say, you rock!

  7. [...] Każdy zainteresowany powinien odwiedzić stronę autora: blog.debreuil.com. [...]

  8. [...] Getting started with Swf2XNA (Robin Debreuil) [...]

  9. no says:

    there is a movie about feynman:
    “infinity”
    http://www.imdb.com/title/tt0116635/

    btw. didn’t found the lectures

  10. Hi, all of the documentation seems to mention Box2D is it possible to use this library to simple move assets such as movie clips from Flash to XNA? At that point you could use any off the shelf physics library or roll your own. I guess the use case I’d like to enable is exporting a swc file from Flash and using its content inside a XNA project.

  11. robin says:

    Hi Alex,

    Yes, at heart the library move swf assets into XNA via a swf content pipeline. It converts them to bitmaps, and then creates a map of the layout and nesting of the various graphic primitives. If you don’t use physics, it will just convert the flash graphics and layout info to something the xna engine can use.

    The only change with box2d is that:

    1) it looks for 1px red outlines without fills, and converts those to ccw point lists which are added as metadata, and

    2) it looks for specially named joint assets, and maps those locations as metadata to the appropriate symbol.

    You could actually hook into that metadata fairly easily and get physics layout for a different physics library. A brief description of the generated object is here, but essentially it maps the swf objects with in definitions and instances, and then adds shape metatdata like:

    <V2DShape IsCircle="false" Radius="0" CenterX="0" CenterY="0">
    <Data>
    <float>-33.15</float>
    <float>0</float>
    <float>-23.85</float>
    <float>-23.7</float>
    <float>0</float>
    <float>-33.15</float>
    <float>23.65</float>
    <float>-23.25</float>
    <float>33.15</float>
    <float>0</float>
    <float>23.85</float>
    <float>22.65</float>
    <float>0</float>
    <float>33.15</float>
    <float>-23.15</float>
    <float>24</float>
    </Data>
    </V2DShape>

    and joint metadata like:

    <Joints>
    <V2DJoint Type="Revolute" Name="rFlower" Body1="_root" Body2="flower" X="196.3" Y="156.25" />
    </Joints>

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