

Roger Peters (@SmartyP)
Silverlight Developer
Currently if you build an XNA game and run it on the WP7 emulator you'll note that once you exit the program, it isn't listed in the main application list like it would be for a Silverlight application. This can make it tough to validate how your icon looks, and makes it impossible to pin it to the emulator's tile-view start screen.
Luckily, Michael Klucher blogged on this subject last month here. Michael points out that by editing the WindowsPhoneManifest.xml, you can change the 'genre' attribute from "Apps.Games" to "NormalApp" to make your game show up in the start menu's full application list. Once you do this you might notice an odd name listed for your game, to update the name displayed in the start menu you'll need to edit the following field in the AssemblyInfo.cs of your XNA project:
[assembly: AssemblyTitle("Hungry Castaway")]Once you pin your game to the start screen, you'll end up with something like what's on the left in the screenshot below.

To set the title and image used for your tile, you'll need to right-click on your XNA project, and click on Properties. On the project properties screen under the XNA Game Studio tab you'll find two fields: Tile title and Tile image. Add a tile image (173x173) to your project, and then select it from the picker - then just type in your game's title. Once your build and run again you should notice your own custom tile once you pin your game to the start screen.

I've been planning on writing a quick overview of the basics of unit testing in Silverlight for a while now. Since Windows Phone 7 is the hot topic now, and there are a few quirks with using the Silverlight Unit Test Framework with it, I figured now would be a good chance to write a blog entry covering both. If you're just looking for the cheat sheet relative to both Silverlight and WP7 unit tests, then skip the first section on setting up the test harness on WP7.
Setting up the Test Harness for WP7
To get started, you'll need the Silverlight Unit Test Framework tweaked for Windows Phone 7 from Jeff Wilcox's blog here. I've attached the binaries to this post as well (SL3_UTF_May.zip).
Once you have the binaries, you'll want to create a new test harness project. Do this by creating a new project in your solution of type 'Windows Phone Application'. In the sample attached to this post I'm calling my test project SampleTestProject.
Next, add references to the two Silverlight Unit Test Framework DLLs*:
Microsoft.Silverlight.Testing.dll
Microsoft.VisualStudio.QualityTools.UnitTesting.Silverlight.dll
* you will get a warning about referencing Silverlight 3 assemblies, click 'yes' when asked if you want to continue
Because of recent changes in WP7, you can no longer set the root visual in the App.xaml.cs like normal. Instead, you'll setup the test page in the Loaded() event of your MainPage.xaml.cs in your test project. The following code hides the SystemTray on the phone (the bar at the top of the screen) which otherwise would cover up the top of test results screen, and hooks up the back button to allow you to return back from drilling into test results.
using Microsoft.Phone.Shell; using Microsoft.Silverlight.Testing;
void MainPage_Loaded(object sender, RoutedEventArgs e) { SystemTray.IsVisible = false; var testPage = UnitTestSystem.CreateTestPage() as IMobileTestPage; BackKeyPress += (x, xe) => xe.Cancel = testPage.NavigateBack(); (Application.Current.RootVisual as PhoneApplicationFrame).Content = testPage; }
(click 'read more' to keep reading..)
If you're sharing common code between Windows Phone 7 and other platforms in either Silverlight or XNA, then you may run into a need to fork some code based on the platform. This is normally done with a preprocessor directive, which for Windows Phone 7 is WINDOWS_PHONE.
#if WINDOWS_PHONE // TODO:: WP7 specific code #endif
It took me a while to find this, so for future reference know that you can always find this in the project's properties panel:
An updated version of the UI Design and Interaction Guide for Windows Phone was posted on the Windows Phone 7 forums today. There is also a big collection of Photoshop files to help when designing your apps which can be downloaded here as well.
Take a look through the new guide and feel free to post anything you find interesting either here or at the official forums. The guide has gone from 69 pages to 101 pages, so there should be lots of expanded content to look through.
Below are some sample shots from the updated guide. You can find the 10 items that can be shown in the Status Bar, the push notifications whose colors conform to the user's accent color, and the updated application bar which now shows button labels - hopefully you've already noticed most of this playing around with the most recent release of the developer tools.

You can also check out all the available accent colors in the updated guide. My guess is that these are the final theme choices, but I wouldn't be surprised if different phone carriers add in their own company colors and perhaps set them as the default.

Two weeks ago in my post Pre-Alpha Videos of My Windows Phone 7 Games in Development I posted a short video of a game called 'Hungry Castaway' that I am working on with one of my friends for Windows Phone 7. At that point I had only gotten as far as replicating a concept I had done in Silverlight over to XNA. Now that I've had two weeks to get some work done I wanted to post an updated video.
click here to watch at a larger size
At 0:44 into the clip the video skips ahead to show more hectic gameplay to give an example of how the gameplay scales based on skill. Please keep in mind this game is still early on, so the gameplay in this video likely doesn't reflect the final game.
It has been mentioned a few times in the last month or so that if you want a Windows Phone 7 test device, then you need to be showing why you deserve one. Most notably, Brandon Watson has laid out a post showing 2 such examples, and listing 6 suggestions of how to garner the @wp7dev team's notice. Well, I'm going to take those 6 suggestions, and respond to each - because I want a friggin' test device.
1) Get the tools and start building apps.
I am working on 3 games independently, as well as several at IQ.
2) Blog about your development progress. Screenshots and videos help a lot.
See #3
3) Tag posts with "Windows Phone 7 Development" or "wp7dev" so that we, and other developers, can find you.
Windows Phone 7 Posts on SmartyPantsCoding.com
4) Build something which extends the platform and can be used by other developers.
How to use the Facebook Developer Toolkit with Windows Phone 7
My Windows Phone 7 Pivot Control
5) Post videos of your apps running in the emulator to youtube
See new preview videos below (hopefully Vimeo is alright)
6) Register in the Windows Phone Marketplace.
Done.
To put things in context, I had no intention of posting any videos of my WP7 side projects anytime soon. I hope (read: pray) that folks watching these videos understand that both of these games are very much in the pre-alpha / proof-of-concept state at this point, and honestly any sort of feedback at this point would be very premature.
Pre-Alpha Preview Video of Matchingo 2
This first video showing Matchingo 2 is a very rough port of the original Matchingo - this game will be getting a complete frontend overall and hopefully some pretty cool additions. The UI in the video below is 100% temporary.
Pre-Alpha Preview Video of Hungry Castaway
This second video is showing Hungry Castaway, which is in the proof-of-concept stage as well. This is the game I have been working on in both XNA and Silverlight versions, which I've referenced recently. I spent quite some time evaluating Silverlight vs XNA for this game, but I have now chosen XNA and am back to focusing on functionality.

There is a third game I am working on for WP7 as well, however it is way too early to show anything. I also would love to port ImageWind.net to WP7 - but I have to get a better understanding of if such an app can make it through the app approval process. Now that a few of the cats are out of the bag, I guess I better get back to work.. ;)
The last month or so has been pretty hectic both at work and in my personal life - but rather than make excuses or promise to blog more frequently, I'll instead just post a grab bag of random tidbits I've learned / come across this month.
First Screenshot of the Windows Phone 7 Launch Screen in Landscape
Having played with the hacked emulator quite a bit I'd grown concerned at how few apps so far supported landscape orientation - including the main launch screen of the phone. I am pretty sure that this screenshot above is the first shot of the launch screen running landscape, which is nice to see. I am very hopeful that the WP7 team might update their Windows Phone 7 Series UI Design & Interaction Guide to discuss more about landscape orientations, and that more videos or screenshots might come out showing how native apps will handle this orientation.
Some New Understandings about the Visual State Manager in Silverlight
Two of the biggest issues I'd run into using the Visual State Manager was the inability to know when a state transition had completed, and the ability to query the current visual state. Thanks to this month's presentation at the Atlanta Silverlight Meetup by James Chittenden I now know the solution to both of these issues.
It turns out that in Silverlight 3 you actually CAN tell when a visual state transition has completed. I had asked around to several folks about this, so apparently I wasn't the only one in the dark on this ability. It is actually very simple. Supposing that the name of your visual state is 'MyState', attaching a completed event is as simple as attaching a completed event to the relative Storyboard:
MyState.Storyboard.Completed += new EventHandler(Storyboard_Completed);New in Silverlight 4 is the ability to query the current visual state of your control. Supposing that the name of your visual state group is 'MyVisualStateGroup', you can check the current state like so:
string currentStateName; if (MyVisualStateGroup.CurrentState != null) currentStateName = MyVisualStateGroup.CurrentState.Name;
Windows Phone 7 Development Continues...
Finally, I just wanted to point out that I am still working on Windows Phone 7 applications - both at work, and in my personal time. Brandon Watson and others have recently commented that developer devices will start rolling out in July, and that those who want a test device need to be showing off their work. I hope to post some information as to the initial apps/games I hope to have in the marketplace on launch soon - and if you want an early test device, I suggest you do the same.
In my last blog post on XNA for Windows Phone 7 I said that I was working on a game in both Silverlight and XNA, and that if I got a chance to test out performance I would report back. As you can see in the image below, I got a chance to test out my Silverlight game on a real device last week at ReMIX Atlanta - so this post is to cover some insights gained.

First off, if you are trying to get a basic understanding of when to choose between XNA and Silverlight for WP7, you should take a look at this post by Michael Klucher. Michael lays down the basic differences between the two platforms - Silverlight has great controls with great tool support for styling them, and XNA has a crazy fast sprite rendering pipeline which supports full 3D.
But, let's say that you don't need controls for your game, and you don't need 3D - is Silverlight good enough for writing a basic 2D game? After playing with a device briefly last weekend I can tell you the performance of Silverlight on the device looked great - but you will need to analyze the game you're creating a bit before making the ultimate decision.
(click 'read more' to keep reading..)
Update 07/14/2010: With the latest Beta release of the Windows Phone 7 Tools there is now built in support for landscape games in XNA Game Studio 4.0. I just put it into my landscape game and it works great - it even automatically supports both landscape directions. Check out this article for details.
I've been working on a game in Silverlight for Windows Phone 7 (WP7), but I have started thinking I should have gone the XNA route. I am now trying to recreate the game in XNA so that once I can get my hands on a device I can figure out for certain if the Silverlight version can perform as well as the XNA version for what I'm trying to accomplish.
In getting started in XNA it took me a bit to figure out how to draw my sprites and game in the landscape orientation on the phone. I also thought it was a bit tough to add a frame per second counter, something I heavily rely on when developing for Silverlight - this blog entry will show how to accomplish both.
How to create a landscape game in XNA for WP7
Keep in mind that according to this article by Shawn Hargreaves there will eventually be built in support in WP7 for handling the landscape orientation - this solution is just a temporary solution until then. Also, keep in mind that things like the X and Y positions for mouse and touch events will need to be inverted as well to support landscape.
First, we are going to create a RenderTarget2D - this is basically a buffer we are going to render everything to before rendering this buffer to the screen at a 90 degree rotation. We also want to define variables for the width and height of the game window instead of relying on GraphicsDevice.Viewport since we are flipping the X and Y coordinates to make the game landscape.
private RenderTarget2D renderTarget; // what game world is rendered on before being rotated private int GameWindowWidth; // the width of the game window we are rendering to private int GameWindowHeight; // the height of the game window we are rendering to
Setup the GameWindow variables in the Initialize() method:
GameWindowWidth = graphics.GraphicsDevice.Viewport.Height; GameWindowHeight = graphics.GraphicsDevice.Viewport.Width;
Initialize our RenderTarget variable in the LoadContent() method:
renderTarget = new RenderTarget2D(GraphicsDevice, GameWindowWidth, GameWindowHeight, false, SurfaceFormat.Color, DepthFormat.Depth16);
(click 'read more' to keep reading..)
Ever since Long Zheng pointed out an alternate start screen for Windows Phone 7 I've been convinced that the older layout was the better layout. The blank area in the current start screen (example B) is referred to as the 'gutter' - but it seems to be inconsistent with the use of cutoff text in the rest of the experience. I want to see what other folks think, so click the image below and weigh in via a twitter poll on the subject: