Answer Questions
MartinMalek How do I protect my code when distributing it?
Having read the FAQ. I noticed that in order to share your game creations (and lets face it, you can't get recognised without sharing your games), you need to send the other person the entire uncompiled game. This includes sourcecode, graphics, music, sound etc. etc. They then compile the code and download it to their xbox360 account and then only if they too are on the games creation program. My key worry here is that you send them everything you have just worked incredibly hard to create. Presumably they can then send this stuff on to whoever they please and god forbid, even sell it on! It strikes me that there isn't much incentive to distribute things this way. How is Microsoft going to prevent the above scenario Is there going to be a ...Show All
billb59 Rendering To Textures in Beta2
I used Texture2D's heavily with the usage RenderTarget, however in Beta 2 its like a whole new API. I understand that Surface no longer exists and RenderTarget/2D should be used. The problem is, the whole mentality is backwards compared to what im used to. From what I see I should create a RenderTarget2D and set that as a render target, then do rendertarget.GetTexture() if I want to set it. Thats fine. However, how do I copy between render targets There is no StretchRect or equivelent function I can see, which I used alot before. Surely I dont have to go about getting a texture, setting it, creating a 'copy' effect, setting a new render target, resolving the new render target just to copy from one to another Is there no alte ...Show All
deji101 2D maps/levels?
I'm fairly new to xna and I'm trying to draw maps. And I have three questions related to this subject Info: There are 2 ways which i want to go about drawing the maps: 1) I was just tell objects to render of screen and keep my charecter sprite still and move the map around it. 2) render of screen and use a 2D camera. I don't want to use a tile engine because my tiles are of all different sizes and i think for me it would be just as easy to use one of the 2 options above. I was reading this tutorial and i understand Xna has know built in support for 2D cameras. I understand the tutorial but I just want to make four walls so the camera stops when it hits the wall and the character can walk to the end of the screen but can go no further. ...Show All
Eric Eichler Animation sample?
Great work on XNA GSE 1.0! I downloaded it today and signed up for the 360 Creator's Club. Getting the basic engine code I've been working on under Windows for the past few weeks compiling and running on 360 was far easier than I was expecting (though it would be nice if the IDE had better support for projects that target both platforms). One aspect of the engine I've been avoiding for a while is mesh animation, as there has been talk around here for weeks that a sample would be released and I'd much rather start from a sample, even if it is very simplistic, than dig though the documentation enough to figure out how all the classes fit together. So my simple question is.. any updates on this sample Has it been made available and I'm j ...Show All
j.harkness SpaceWars walkthrough
I remember a user posting a website that showed how to get the game to accept keyboard commands (by uncommenting some code I believe) and messing with some of the gravity and shooting values. Where is it, or some other SpaceWars tutorial http://www.xnaspot.com/Tutorial_GettingStarted.aspx That's the one, thanks! ...Show All
nikos z Texture diffusing...
Hi all - my question is how can I get textures when drawn not to diffuse. This happens when the destination rectangle is bigger than the source rectangle - instead I just wnat to "magnify" the image...stretching the texture out horizontlaly, vertically, or both. With everything I try I either get diffusion (i.e. the image fades as it is stretched, making it semi-transparent), or I get pure black. :S Please tell me what I need to do if possible - thanks very much. Alex Sorry to bother you agian, but this still isn't working. Any suggestions guys please You've been helpful so far, thanks. Do you really need code It's just a simple texture loading... TextureLoader ...Show All
chazparks Debugging Problem
I recently downloaded XNA, and I am having a problem, I think it has to do with my graphics card, but I am not positive. When I go to start debugging, it starts debugging but then it encounters a problem. A box pops up saying, Microsoft.Xna.Framework.Components.NoSuitableGraphicsDeviceException was unhandled Message="The values used in the attempt to create the GraphicsDevice were invalid." I haven't been able to find a solution, and any help would be appreciated. Thanks!! Thanks! This helped to answer my question, and next time I will look around more. This thread here explains your problems, details the fix and explains what it means if the fix spec ...Show All
Are Haugsdal The Unofficial "Hooray I'm Done With my DBP Game" Thread
When you get done with you game and sumbit it, crow about it here. A little over 24 hours left until the deadline and I'm so amazed I'm done, so much better than college Thanks to ZMan for his help, good luck all. I'll post the source code for my submission once the deadline hits. Bill I turned mine in on monday. Its called Space Race: Warp Speed. My wife played the role of "Novice Gamer" quite well too. Hello everyone! We've submitting our game right now and we hope our upload will be ok! We're a group of three, our game is called "G" and is about two ships throwings rocks at each other Good luck everyone, we hope to see all your games very soon because ...Show All
lleoneye how to get position(lines and columns) of a pixel from HLSL?
I need to know is it possible to get which pixel I am manipulating in pixel shading. if it is not, then can I save a varialbe which is always static in the shader, that means, the value will be changed and saved after one pixel, and will be used again for another pixel. thanks a lot You could look into the VPOS register in ps_3_0, but otherwise the position information is not accessible in the pixel shader. A common work-around is to have the VS pass the projected screen position (remember to add a viewport transform to go from projection space to screen-space) through to the PS as a texture coordinate. You can't have a persistant variable between shader invocations, so your idea about incrementing a variable wouldn't work. ...Show All
cambler problem after collision
hello all.. i do a collision check.. this is working.. if a collision is detects the movement stops... but how can i reactivate the movement (after changing the direction of my vehicle - because the bounding boxes still collide ) can you give me an advice please.. here comes the code public void UpdateVorwarts( Spieler _Spieler, float _SpeedVor) { _Spieler.Aktiv.BoundBox = new BoundingBox ( new Vector3 (_Spieler.Aktiv.FzgWorldPos.X, _Spieler.Aktiv.FzgWorldPos.Y, 0), new Vector3 (_Spieler.Aktiv.FzgWorldPos.X + 48, _Spieler.Aktiv.FzgWorldPos.Y + 48, 0)); Boolean AllowMovement = true ; foreach ( Fahrzeug Obj in Game1 . ...Show All
miku DreamBuildPlay is up!!!
Now go register!! Actual contest details to come the week of Feb 5th Yup, sorry. In fact, it will only allow you to enter if your name is XNA Rockstar. Sorry to be the bearer of bad news guys More missing states... North Dakota, New Jersey, and Vermont are all missing... U can't do it....U can't give wrong information, as it's violation of "terms of use": MEMBER ACCOUNT, PASSWORD, AND SECURITY If any of the Services requires you to open an account, you must complete the registration process by providing us with current, complete and accurate information as prompted by the applicable registration form. You also will choose a passwor ...Show All
MortenBE Q: How to get a job behind game music ? ?
Hey guys/gals, My names Jeff. I'm a musical programmer/composer that is very interested in working with any Dev. co. on music for a project. I AM a proffesional with sound clips ready as proof, and have been a gamer since the age of 6. If anyone has any info to help me out on this topic, I'd greatly appreciate it. Thanks! J Try the indie game forums http://forums.indiegamer.com/ or gamedev http://www.gamedev.net/community/forums/forum.asp forum_id=19 (please read their FAQ first before posting general questions like yours as its probably been asked thousands of times) ...Show All
Sanjeev Reddy Application speed
Hello, Does anyone experience the same problems as me regarding the speed of XNA games It seems like whenever any other dx enabled app does something my XNA app drops to 3/4 fps. Also, when I unfocus the window it also drops. Is it my computer, or ...... Ok, I tried disabling multisampling but it didn't do too much. I've updated my drivers already (I had some problems with the old ones when i first started using XNA). I still get the same thing where once a tooltip comes up or a window loses focus the fps drop that occurs seems to be perminant. Please let me know what happens when you update your drivers, I'm interested to find out. Thanks Shaw ...Show All
Dave Calkins The Need of Power
Hi, I looked at the FAQ for XNA and I couldn't find the answers to a few of the questions I have regarding it. So if someone could help answer my questions that would be awesome. ^_^ 1. Is it possible to sell games for money (either on Windows or 360) after they are 100% completed 2. How can I find out what shader model my graphic card supports (I want to find out if my computer will be able to handle the sample and starter kits that recommend Shader Model 2.0) 3. Is it possible to make online multiplayer games (Not to the extent of a MMORPG since I doubt it could do that (correct me if I'm wrong on that though), but what about something to the extent of a game like America's Army or something similar ) 4. If the last question ...Show All
Jassim Rahma GameComponents, Collections and Designer
Hi, I just provided some feedback about this behavior in GSE and I wondered if this was annoying only me... Basically, what I do is creating a GameComponent in a Game Project. To this GameComponent, I am adding a collection property (Can be anything from List<T>, Dictionary<TKey,TValue> or whatever other IList or IDictionary based one...). When I'm adding this GameComponent (after a full build of course) to the Game designer area, I then can see my collection as a property in the PropertyGrid. However, what feels strange about it, is that when I add an instance of any kind of object, it is created and added in the scope of the Game instance (in its InitializeComponent method). Is this normal behavior Thanks ...Show All
