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solutions 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. elsamma wrote: For Bill I'm working on a 640*480 screen resolution, with 16x16 pixel til ...Show All
Nick...A kW X-porter is updated for 3ds Max 9
I have finally had time to build and test the kW X-porter plug-in to export .X files from 3ds Max 9. This exporter does better than the DirectX SDK exporter (like, it actually does multiple animations), and has a few more bells and whistles than the PandaSoft exporter. Also, with 3ds max 9, the stock IGame.dll file is not overwritten, as the right version is included from Autodesk. http://www.mindcontrol.org/~hplus/graphics/kwxport.html Note: most users claim kW works fine for them, and some users get crashes. I can look at the crashes and fix them if I get a copy of the .max file. The e-mail for questions is found in the installed documentation. Greetings Mr. Watte. I did see the plugin home and it looks amazing, b ...Show All
Jough 60 FPS - C# MDX
Is 60 frames per second significant to any settings in C# managed DirectX Or is this totally down to the hardware Thanks Jim, I was just wondering if there was something in DirectX purposely limiting it as to not waste CPU cycles. Perhaps not though. Not sure where you're going with this. If you're monitor has a refresh of 60 Hz you can have your rendering synch with it so you don't get what is called tearing, but other than that the number isn't significant. ...Show All
Vivek Varma Academic License for Creator's Club Membership
Will there be a special license required for academic institutions to allow their students to benefit from the Creator's Club membersip Sorry folks for the delay. We are discussing internally on how to best roll out XNA Game Studio to the various academic institutions. We'll have more information before we ship this year. If you have specific feedback or concerns, feel free to email xna@microsoft.com aL I would imagine that hasn't all been worked out yet and won't be until closer to the non-beta release. *bump* This question is seconded by yours truly. Will there be ANY MSDNAA-type XNA Creators' Club I'm currently a Bachelor candidate at the Universite de Sherbrooke, in Quebec. Ou ...Show All
Marek Istvanek Let's go 3d engine
sorry about my typos i am word blind , but the math thing is in place Hello i like to share some info width you mabye you have seen crytek 2 engine and my is how do we make a aaa 3d engine here is a link to a paper about the crytek 2 engine http://ati.amd.com/developer/siggraph06/Wenzel-Real-time_Atmospheric_Effects_in_Games.pdf well the 3d evolution game engine(my engine) is based on the paper and alot of other info found on the net and i will soon realease the full source code the engine + a 3d fps game here is a video shot (big file) of the engine it runs in xna beta 1 so it a bit old video http://www.3devolution.net/Portals/0/Gameshot.wmv more video is comming before realease date so you can pla ...Show All
tolily Why XNA requires C# Express, not the Studio version?
I'm new to XNA and I'm using VS2005. I just want to use XNA with VS2005 but it requires C# Express to be installed. That's a waste of disk space if I must install another version on my PC. I have two questions: Can I use XNA with VS2005 And if there is no other way, if I must install C# Express on my PC, will any conflict happens with the Studio version Try signing in to Connect first, then copy and paste that URL into the window. I'm having trouble signing up to this URL, I'll cast my vote it later ;) However, the download page for C# Express states the following. "Before installing, you must uninstall any previous Beta, CTP or Tech Preview versions ...Show All
Roger_Wagner Level Design, Animation, Artwork??
I know XNA is primarily focused on the coding aspect of things, and since i'm at work I can't play with it yet, but how friendly is it with other engines and modeling programs and things like that. Say I want to make a game where a guy kicks a soccer ball against a wall in an empty room. Could I design the guy in poser/maya/studiomax whatever and the "room" in a similar fashion and then use XNA to provide the control elements. I guess i'm just confused on how the actual level/character/artwork things happen in XNA since those are the things I enjoy doing most. thanks, rob Thats how it works with most games. The characters, objects, and levels are just simply 3D models. To do it with ...Show All
godzilla9 How has a Physics GameComponent?
I'm looking for a simple .NET physics plugin for doing 2D physics while I'm using XNA; any suggestions The screenshot is a little vague, when will we be able to download the sample and from where Will you be turning the XPA into GameComponents Andre Odendaal wrote: This looks awesome! Are there some demos/samples or documentation on how to use it it is under development right now. you can use OPAL documentation/samples Narrow it down a little. What kind of 'physics' are you looking for Ragdoll Ball bouncing Oh, wait....2D. ..hmmm....so are we talking about the results of collision detection or something Rigid Body Dynamics would ...Show All
zbethem pop up box? in game
Hi newbie problem, i am trying to create a few options for the player to choose from like: 10 x 10 = 100 10x10 = 1000 10x10 = 10 i was going to do this as images as i cannot think of a better way of showing on screen is there an easier way then if the person clicks on a certain versinity like x = >10 it will display a message if wrong box selected explaining the answer how can i do this can anyone help thanks Here are a couple: http://www.nuclex.org/news/2007/01/15/nuclex-fonts-1-2-0 http://www.nuclex.org/news/2007/01/14/ceguisharp Sounds like you want an in-game GUI. Check here for one. You could also just have each answer represented ...Show All
Jon Watte Questions about the Camera Examples
Why does the example turn off culling so the back side of the triangles can be seen (Seems to defeat the purpose of back-culling.) Which leads me to the next question... Why are we looking at the back-side of the triangles in the first place I am trying to build a tiled gameboard. When translating my quads, positive numbers seem to go up and left. And when I texture my quads they are all flipped horizontally. I'm relatively new at game programming but this seems kinda convoluted to me. Why do it like this I'm a Westerner. I read from left-to-right top-to-bottom. All this backwardness is totally unintuitive. I want to look at the front of my quads and leave back-culling on. I want to build my tile gameboard from left-to-right top-to-botto ...Show All
Prashant Sahay Programs used to make .bmp files and such?
I was wondering what programs people use to make the .bmp files and other image files for their heightmaps and stuff. Please dont say Adobe Photoshop as one, I have GIMP where that comes in. but any other program names will be very helpful, thanks Some great tools I use here :) http://www.filterforge.com http://www.freeworld3d.org http://www.world-machine.com http://www.ridgecrest.ca.us/~jslayton/software.html link - please search the forums before asking general questions. This has been asked several times before. Its no problem, and while writing in this thread, I was wondering, how do people get the images thay make into the black/white/g ...Show All
Manoj G Why is the sample bin file faster then my compile?
I have downloaded the DX9c October 2006 version. I am running WinXP Pro on a Pent 4 1.7 GIG with 1 gig of RAM and Geforce 6600 AGP, no browsers or extra apps running. I noticed Firefox 2.0 does slow down my frames about 10 percent. I ran the the C++ D3D x86 StateManager sample from the bin file and I was getting like 88 FPS consistently. When I Release compile it in Visual Studio EE with standard compiler settings I am getting 79FPS. All inworld setting seem the same. How can I find out what compiler settings the sample exes use or why is it faster I tried several options but nothing makes it faster. Is the file different or a magic trick from Redmond :-) Also I was using the StateManagement and also Sha ...Show All
Beth31 Moving raw data through the content pipeline...
I'm probably just not looking hard enough, but... How do I get raw data through the content pipe and onto the 360 in a format I can just do a File.Open on All of the data processing I need is already being done offline so I don't need the content pipeline to do anything other than copying the file across - yet, because it's not a registered content pipeline format, it just sits there and gets ignored when I add it to my project... Help If you have binary files that are already in the exact right format, you can just add these to your C# Express project and set "copy to output" to true in the properties for those files. If you have some other tool that is building the game-ready outputs from a d ...Show All
shanejh Spacewar game does not compile
I just downloaded and installed XNA Game Studio Express (Beta), Microsoft Visual C# 2005 Express Edition and DirectX August SDK . When I try to load the default Spacewar project (F5) I get this error message: Could not load file or assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=f48fa5f25d27e8ff' or one of its dependencies. An attempt was made to load a program with an incorrect format. Has someone found already a fix for this I am running windows xp x64 bit SP1 This is covered in this post: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=683520&SiteID=1 ...Show All
Kunal Yadav Is my normal code wrong?
I've used it on a few models and all the time the results are dire. even on a flat patch. i know its the normal code cos if I manually input good normals it looks fine. Can you see any way i can improve this or better yet, a link to a xna demo with normal generation code And sorry for so many threads, having too much fun with xna. public void CalculateNormals() { float [] Face_NX = new float [ this .Triangles]; float [] Face_NY = new float [ this .Triangles]; float [] Face_NZ = new float [ this .Triangles]; int [] Vertex_ConnectedTris = new int [ this .Vertices]; int [,] Vertex_TriList = new int [ this .Vertices, 128]; int TriCount = this .Triangles; for ( int Loo ...Show All
