I'm not really big on graphics knowledge, but today I was using visual studio to bodge together a simple client for accessing a database I made, and it left me wondering if I could use visual studio to hack together a simple tiles and sprites type game.
I figured I'd ask for some pointers, and advice before I looked too much further into the Microsoft "documentation" (I use that term loosely). Knowing what to look for before you look always seems to keep the blood pressure down when dealing with that lot.
I know I want double buffering, and at first glance it appears that you can set a form to buffer until all paint operations on the form are complete and then update the entire form as a single frame.
It also appears that you can paint a images to a form. I'm wondering if I can get away with just painting the images of tiles across the form, and then paint the images of the various objects. I'd think I'd just need to be careful to paint the images in the proper order so they all layer up correctly.
Can you actually get a reasonable number of form updates per second out calling the paint function a few hundred times per frame? Or is there some other approach that would work better? (well, another approach short of cracking open that big OpenGL book and doing it properly that is).
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Or look at using DX9. Here's a good tutorial on using it in Forms: http://msdn.microsoft.com/en-us/magazine/cc164112.aspx
I'd recommend the latter.
Limed to hell and back, this really is your best bet. You can download XNA game studio HERE (it plugs into whatever version of Visual Studio you have), and there are some pretty good tutorials on Microsoft's site HERE. There are also plenty of 3rd-party tutorials out there if you don't like these ones.
There is an XNA thread over in Games & Tech you might want to check out.