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Software Development Network >> Game Technologies

Game Technologies

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"Trail" effect with sprites.
AccessViolationException when resetting effects
x64 not working !!! why MSFT does this to us?
Need Info On The Basics
Freeze Joypad Input
Index Buffers
Any books coming out ?
Spacewar first run
Microsoft.Xna.Framework.Rectangle vs. System.Drawing.Rectangle
Custom Rotation

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Answer Questions

  • Foxfire Keyboard State and color manipulation of textures

    Hello, I have a couple of questions and I'll do my best not to babble on. First, a little description of what I'm doing: I'm currently working on a little XNA application that effectively draws a game board in 2D (all textures) and then places new pieces on the board when I press the 'N' key and if I click on a piece, then I can move it. If I click on it once more, it will be 'let go.' Here's the questions: 1) When I press 'N' quickly, I get 6 new pieces (since it cycles through update 6 times before I let go... what can I say too slow on the draw ;) ). To fix this, I created a variable called nPress. Here's the code: bool nPress = false ; KeyboardState keyboardState = Keyboard .GetState(); if (keyboardState.I ...Show All

  • cronholio Woeful XNA GSE Install

    I've uninstalled my XNA GSE Beta 1 and everything but I get that stupid error message whenever the installer gets around to installing the DX Runtime. I never had this error when I installed GSE Beta 1, so why now I am having the same problem at the OP, however I am not sure how to do what you suggest here. Michael Klucher - MSFT wrote: Please try running the installer like this: Msiexec /i xnagse_setup.msi /lv installlog.txt i get that to, i had beta 1 as well. but i think it stuffs up for me because im on windows vista now and its not compatible with that yet. Using the command above did ...Show All

  • Stéphane Beauchemin 2D Platform Game Help

    I'm making a remake of super mario world. The project is going good, i have the basic physics down and just need to draw the level and set the bounding boxes. The question is, does anybody know a program that could create an image from tiles. I have tried creating the map in XNA GSE but all the drawing slows it down. What i need specifically, is a map/image of a level. I could use the original from the game, but i want to have custom levels that i created, also there levels have slopes and stuff and my project isnt fitted for slopes. Besides that i figured once i get it up and running i would try and make a tutorial. How is Your game Can You show me some progress I wanted to write platform game too so maybe we can exchange ...Show All

  • Julien Roger Model Position Problem

    I have this code that creates a model at the position of the mouse click but the model never shows up at that position. Maybe someone out there knows why the models seem to be offset. If I click in the top left corner of the screen, the model shows up in the center of the window. Here is the code: #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using System.Collections; #endregion namespace Commander { /// <summary> /// This is the main type for your game /// </summary> ...Show All

  • JIM.H. Reading the buttons of Joystick Saitek x52

    Hi all, Did anybody come across a C# sample that relates to Saitek X52 I have found some generic Joystick samples which help me read the buttons EXCEPT the Mode button. The GetButtons() function returns the codes of the pressed buttons, but I cannot get the status of the Mode button out. I just spoke to Saitek support - No .NET samples whatsoever. Any tips will be appreciated. Best Moni. OK so they sould show up as totally independant button presses and its up to your code to interpret the combinations. So they show up in control panel but not your code - sadly I don't have a 25 button joystick to test. In the DirectX SDK there is a C++ and a c# sample for direct input that seem t ...Show All

  • dano992 Texturing using BasicEffect

    Hi, Sorry if this question has been answered before, but i have searched the forum and nothing seems to work, i am new to graphics programming and was just trying the simple task of sticking a texture to a polygon without writing my own shader (not quite up to that level yet) when i try the code below using just the retail version of directX, all i see is a blank white polygon (so the vertex data gets parsed), when i run it using the debug version i get an InvalidCallException and the following debug data : [2688] Direct3D9: (ERROR) :Vertex shader function usage (D3DDECLUSAGE_NORMAL,0) does not have corresponding usage in the current vertex declaration [2688] [2688] Direct3D9: (INFO) :The vertex declaration is (Stream, Offset, Type, Method ...Show All

  • donbox5 Build speed with many projects

    I've been working on my first large XNA project and am finding that building my projects takes forever. I have both my Windows and 360 projects in the same solution, and there are 5-6 projects each. Normal setups like this in Visual Studio are a incredibly quick to build on average, but with GSE I notice that it seems to be invoking MSBuild for every project regardless of the solution configuration or dirty state. For example, if I have platform set to x86, my build output window still scrolls the 360 projects, each one taking 1-2 seconds to find out it's not set to build. Worse yet, it does this for every project, every time I build, even if I just made a one line change in an assembly with no dependencies; builds take 25-30 seconds! M ...Show All

  • InfoDemers Getting started with DirectX and Visual C++ 2005

      Hi,   My setup environment is Windows 2000 SP4 and I'm using Visual Studio 2005.  I'm looking to set environment for using DirectX with Visual C++ 2005.   This morning, I tried but without success to install DirectX SDK using file downloaded from following link: http://www.microsoft.com/downloads/details.aspx FamilyId=C72D9F1E-53F3-4747-8490-6801D8E8B4EF&displaylang=en#Requirements   Even if I verified that, under system requirements, Windows 2000 was listed, after downloading, I received the following error while trying to run resulting "dxsdk_aug2006" file:                     &nb ...Show All

  • rachbabe The values used in the attempt to create the GraphicsDevice were invalid.

    Is this because my graphic card does not support shader model 2 I didn't even know of this requirement till I saw it on the readme file. Time to change my geforce4 Struan wrote: I got it to work. Add this line after the Graphics component is created: graphics.AllowMultiSampling = false ; Then in the WindowsGame_Starting function set graphics.AllowMultiSampling equal to false again. THAT WORKED!! Good on ya mate This is a congratulatory sheep -> Hi Aaron What type of graphics hardware do you have According to my Device Manager, I have a Rage 128 Pro Ultra GL AGP. What should I have in order to create and run games in XNA AG ...Show All

  • Erik BN TitleLocation writeable on the 360?

    Let's say I run some code like this on the 360: string fullpath = Path.Combine( StorageContainer.TitleLocation, "new_file.dat" ); FileStream fs = File.Open( fullpath, FileMode.Create, FileAccess.Write ); Will this work on the 360 Or is "TItleLocation" read-only Assuming this will work are there any FileMode operations that are off limits in TitleLocation or it's subdirectories If this can be done, then is there any limit to the amount of space that can be written to TitleLocation or it's subdirectories other than the available free space on the 360 HD Thanks - Ryan I believe you're supposed to use the Storage namespace, which contains StorageDevice and StorageCont ...Show All

  • krsarge Faster rendering method

    Hi, I've been wondering for a while now which method is faster for rendering: > Use a shader (effect) to apply textures, materials, etc > Or use the fixed function for materials, textures, etc and then apply effects as neccisary I find it easier to just use effects for everything. Also is it possible to apply more than one effect to a mesh, on top of each other Or do I have to write a specific effect For example I write a simple effect to texture a mesh and then write a different shader to make it slightly reflective or whatever. Thanks If you know what you're doing, shaders will always be faster. Besides, if you look at the DX10 papers and presentations, they focus almost entirely o ...Show All

  • SolidSpace Reflection - Assembly.Load generates error

    I seem to be experiencing some trouble with Reflection, specifically I am trying to load an assembly and call foo.EntryPoint.Invoke on it, but when I call Assembly.Load, I get: System.BadImageFormatException was unhandled Message="Could not load file or assembly '90112 bytes loaded from TestReflection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format." Source="mscorlib" FileName="90112 bytes loaded from TestReflection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" FusionLog="" StackTrace: at System.Reflection.Assembly.nLoadImage(Byte[] rawAssembly, Byte[] rawSymbolStore, Evidence evidence, StackCrawlM ...Show All

  • hali1 Anyone else find projects from BETA are 'incompatable or corrupt' in RELEASE 1?

    I dont' see this mentioned in the FAQs - or in any other post so here goes. I have a project I started working on in the beta - but the solution won't open in the new XNA studio - it complains of 'incompatable or corrupt'. Is there a change log to tell me what what's changed exactly from the beta to 1.0 (gone ins the component name space , the graphics.device seems different etc..) Or better yet is there a utility anyone has to convert Depends on which beta you're talking about. If you're talking about a Beta 1 project to the release, yes, that's a known issue because Beta 1 project aren't even compatible with Beta 2 projects. There was a LOT of things that changes from Beta 1 to Beta 2 (not that much from Beta 2 to release) so ...Show All

  • Simmy7 XNA - Microsoft lack of vision

    Its real sad that Microsoft, once again, shows this lack of vision for a games development tool: 1: Get visual: Don't force users to write such a lot of code to do just very little. It reminds the Charles Petzold's "Hello Window" hell of code days. 2: Provide visual tools: Let users choose the components, change their properties and write just the required code for the events. 3: Quick development means quick prototype and minimum learning curve. XNA has a lot of things to learn. Definetively it is NOT for students and hobbists. We will have to wait until someone encapsulates XNA framework into a group of visual components, that can be easily drag & dropped, inspected and tested very easily without having to learn lots of n ...Show All

  • S Paul Can you edit a Model's vertices at runtime?

    Is it possible to edit the vertices contained in ModelMesh Like could I get the vertices, alter their position and set the data back in the collection I ask this because for the terrain object in my game, I want it to be deformable. I've been playing with the content pipeline and my custom importer / processor / writer writes the height data as a byte array. When the object is read back, an index buffer and vertex buffer are generated in the terrain class. The vertex buffer is specified with ResourceUsage.Dynamic which to my knowledge is the only way to make the buffer read / write enabled. I'm considering altering my custom content pipeline objects to create ModelContent objects instead of my current approach, but I will abandon that id ...Show All

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