Answer Questions
Honey! How long before we see non-game apps for the 360?
How long do you think it'll be before we see web browsers and RSS readers being written for the 360 Or will the lack of network support kill all of that I'm just as excited about the possibility of writing/sharing/running tool and helper apps on the 360 as I am about games. I can say that as soon as I get hold of the GSE System I will be starting to write educational Apps for the 360... I have started and have some small apps running using MDX, but having them run on the 360 will help me with my end user audience. With the announcement of Foldering@Home for the PS3 I hope to see something similar on the 360. What does RTM stands for It is something that will ...Show All
mistry_bhavin 2 Questions for Beta 2: Flipping and Initializing
Hello! So, yesterday I've finally compiled my game under new Beta :) And an hour ago I've even launched it. Now I got 2 questions: 1. Help says: "The Initialize method is where you can initialize any assets that do not require a GraphicsDevice to be initialized." Well, when I work with my program GraphicsDevice seems to be well initialized in Initialize (more exactly after calling of base method). Is it just a side effect and I should not rely on it or it is an error in documentation 2. I use SpriteEffects to flip my batches. When I first run my game under Beta 2 all sprites are not flipped. I've look through documentation but got no clue - XNA seems to be ignoring SpriteEffects. What's wrong Thanks! Stas ...Show All
AndersBank Timer based movement
Hi, Previously I've had to take into account the time it takes (ms) to complete a game loop and multiply player movement etc. by that factor - I guess this is something one doesn't have to worry about in XNA e.g. if I dev a windows game it'll play ok across other (lower/higher) spec machines automatically (will just be more jerky (but not slower as such)) if a machine is slower, but remain smooth (i.e. not speed up the game play) if its quicker than my machine Also I'm wondering how to ensure the speed I play at on my machine in debug is the same speed I'll get when its played on a 360. Sorry for all the questions! Cheers :) Yes, the default settings for the game template locks the Update routine in at ...Show All
XuMiX xna level/map editor
Hi, guys! Sorry for that probably silly question, but I am somewhat new to the whole XNA stuff. Is it possible to create a tool, i.e. level/map editor with XNA My question is in fact two-fold: 1. Is it possible to load some game content (meshes, textures etc.) through the content pipeline on the fly - from your hard disk and add it to your level All examples i have found so far use only static content added directly to the GSE game project. 2. Is it possible to target XNA rendering output to a windows forms control From what I have seen/tested XNA creates its own window. I have read some threads in this forum from guys who have limited success running XNA inside windows forms, but nothing 100% working, just hacks. Actually I ...Show All
mekab isometric view
i can use a isometric view with the xna When creating the projection use: Matrix.CreateOrthograhic(...) Yes, there is nothing stopping you from writing a game with an isometric view. You will either accomplish that by setting a particular camera position or by creating sprites that use an isometric view. But yes, both methods are entirely possible with XNA but XNA does not do anything in particular to help you accomplish an isometric view. How you achieve the view is entirely up to you. ...Show All
Vaish A Few Questions
I've been programming for a while, but I can't grasp a few basic concepts of game development, so I have a few questions (actually a lot of questions, but i'll only ask a few) I see a lot of documentation talking about 3D stuff, but I'm interested in 2D and it's hard for me to relate 3D tutorials to 2D. What exactly is the SpriteBatch class, and how should it be used Would I derive an "enemy" class from SpriteBatch I don't understand the way a "camera" works.. if you move a camera, is the actual camera moving or are all the sprites moving Do I have to move them manually I guess I'm having trouble grasping the concept of the SpriteBatch. I'm supposed to define on ...Show All
ReneeC a few questions about game components
1. How do you know the order in which the components are made (or do you even know) 2. what happens if you have 2 components of the same type and they both add themselves to the game service. when you call getservice do you get the last one added thanks for your time (sorry if this was posted elsewhere). thanks, um one more question, how do you make certain variables visible in the designer. like when you right click your component and click properties. "2. what happens if you have 2 components of the same type and they both add themselves to the game service. when you call getservice do you get the last one added " You get an error! "how do you ...Show All
Sarguna XNA windows and game input devices
Ok perhaps I am a moron but if XNA lets you create a windows game then why does it seem that only one kind of gamepad will work with it ok so msft would love to sell 360's and the pads that work with them but.... come on ! I have a microsoft joystick and a logitech game pad that work just fine.... why not support standard gamepads not everyone wants an xbox pad, some kinds of games are better with a stick - like a flight sim and some users prefer them. why such a limited input option when the game is on a pc with so many input devices I am sure that an "adpater" could be written to map a std' input to the gamepad but since MSFT wrote DX and DInput and WIndows and XNA seems like they should have inclu ...Show All
gagis XNA Beta 2 Question - Content.Load related
OK, I am hearing about this new content.load method that you can use instead of using the classic Texture2D.FromFile("..."), however, this may sound kinda nooby, but how do I access the content after it has been loaded I guess I do not really understand because I am not that advanced with XNA yet, and I would like a little rundown. Thanks in advance. Thanks for your help, but the problem was I couldn't use the variables I defined when I put them in this code block: protected override void LoadGraphicsContent( bool loadAllContent) { if (loadAllContent) { Texture2D background = content.Load< Texture2D >( @"Content/Textures/Background" ); Texture2D block = content.Load< Texture2D ...Show All
DixieDog Bug in XACT Tool?
Hi, I think I have found a bug in the XACT tool (October 2006 version). Do this: add a new wav to a wave bank move the wav file to a different directory on your hard drive try to build the xact project (or try to audition the wav) XACT tool will now complain that the wav file cannot be found and ask you to enter a new path clear the path, i.e. leave the edit box empty and press ok XACT tool will now "hang" -- David David, Can you do me a favor and install the .NET 1.1 runtime and try things again. We are starting to notice some small hiccups that might be affecting people that don't also have the .NET 1.1 runtime. Thanks. We'll see if we can reproduce yo ...Show All
Mjoyner24 Future D3DX's not supporting SM1.x??
I saw this in the October SDK readme October 2006 DirectX readme! wrote: Preview Release of the new HLSL Shader Compiler for Direct3D 9 Targets This release has a beta version of d3dx9d_31_beta.dll that includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1_x targets. This debug-only DLL allows developers to utilize the new Direct3D 10 HLSL compiler for their Direct3D 9 shaders, and will become the default compiler for all Direct3D shaders. Please try the new compiler by building your application with d3dx9d_31_beta.dll instead of d3dx9d_31.dll. Does this mean in future SDKs SM 1.1 will not be supported any more, or is this limitation j ...Show All
Matt Lin XNA Book ( In Progress )
For reasons I cannot exactly put into words, I’ve decide to write a (free) book about how to use XNA. It is defiantly a work in progress and thus far only includes two chapters and associated source code. I truly hope that my work is advantageous to some people out there. I am in part doing this as a practice towards writing technical documentation. I am not accomplished in writing instructions for other people that may not have the same level of technical skill sets as myself. I hope that with this book I learn a whole lot and more in that regard. Granted, if you are a diehard game programmer, what I have written is probably not for you, at least, not yet! Yet I would value your input. If you feel like c ...Show All
mdrelyea Assign to Vector2?
This is probably an easy question, how do I assign to a Vector2 This was my first bad guess: Game1.Players .Position = (0f,0f); but it didn't work, I know I can assign to the .X and .Y of the Vector2 but I want to do it in one simple step. Also can you do it without creating a new Vector 2 Cheers Alfons AlfonsAberg wrote: Yes, the player object is already created, and position is a Vector2 field in that object. Why can't you just assign a Vector2 with 2 floats and this is what my method would look like, seems like an unnecessary step: private Vector2 _position; public void ModifyPosition(float x, float y) { _position.X = x; _position.Y = y; } A "Vector2" is an object, yes Since ...Show All
Corby111 it's cool
thanks very much,xna team hey,everyone,my first app is running! i love this ide,tks. Think so, too...They done a really good job. Got my first components working (Grid, SkyBox, Camera etc.) and the more components I finish the faster the work flows. Intellisense Code completion RuLeZ . Compared to VC++ 6.0 + DirectX this is the best thing MS has ever released for Game/Multimedia-Programmers and thats for FREE. Even my scepsis of C# is gone away by comparing speed with native C++ code...I REALLY LOVE GARBAGE COLLECTION ...just the little thing about the lock/unlock and setdata/getdata but I think MS finds an performant way to solve this problem too. ...Show All
RhysDavies Legacy audio content
Is it just me, or is there no way to use legacy audio content in XNA It doesn't appear there is a way to load .wav files into the pipeline. I'm trying to load .wav files out of an old prepackaged format and I can get everything else to import into the pipeline using custom importers... What about them You're correct, you can't load .wav files directly into your game. You have to use XAct to create the content pipeline assets. Google "XNA sounds XAct" or some such and you'll come up with plenty of material. Check here and here for two quick articles I found in 30 seconds. What about custom soundtracks I wasn't aware of that, but it was just ...Show All
