Answer Questions
Participant Subscription not available on my Xbox!
Hi! Is there any reason why the Creators Club Subscription is not showing up on my Xbox I live in Norway, but I've not read anything about any region restrictions on this download. I want in on the fun too! Yes, sorry, failed to mention that it was the "New Downloads" in the Games section. Here's another picture from the bottom of my "All Game Downloads" section . Thanks everyone, but I have read the guides out there. Problem is that there is _no_ "XNA Creators Club" item available. Here is a picture of my TV/Xbox as proof Is there any caching of content items locally that perhaps is not updated If so, is there any way to force the dashboard to refresh My system version, both D ...Show All
SOTN Where are my points???
Hello All, I'm rendring a few textures - so far so good. Now, when i try to render pointlist to the screen they don't appear. What's weird is that when i remark the part that render the textures the pointlist appear. My guess was that I should change somthing in the RenderState but i couldn't figure out what exactly :( Anyone had this problem before any ideas Thanks. my guess was right and i found out what i was missing. m_Engine.Device.RenderState.PointSpriteEnable = true ; Just for you to know ...Show All
HMote Shader to Mimic BasicEffect Textures
Just in case I am overlooking the obvious, is there an easy way of getting the textures that are linked to a mesh BasicEffect somehow knows which textures are for which part of the mesh, is this behaviour easy to mimic in a user definded shader I have per pixel lighting with specular/diffuse working great, I just need this last peice of the jigsaw. Any help is much appreciated. You need to set up a texture object in your effect, as well as a sampler. Try something like: texture BaseTexture; sampler2D Base = sampler_state { Texture = (BaseTexture) } and then set the BaseTexture parameter from your C# code. thanks again. In my shader I have the f ...Show All
hammerstein06 help regarding a game
hi all, i need a source code of putting a ball into a basket somewhat like basketball or some similar game in xna.. can you please let me know the source code or site where i can find it hehe, some of that content seriously needs to be updated. Check out this quote from Andre LaMothe's article, " Direct X-Tasy ". "However, in my opinion Direct3D will not last. We all know that John Carmack has denounced it, no one is really using it, and OpenGL is getting a lot of media play as the saving API to make 3D work." That being said, some of the articles are still really good: http://www.gamedev.net/reference/design/features/makegames/ I think they should link to some of Jeff Tunnel's articles ...Show All
Hoon1234 Playing drum sounds in succession
Hi, Is it possible to play short drum sounds (ie. kick, snare, hi-hat) in succession, one after the other without a noticable delay On the cue stop notification I begin playing the next sound but there is an obvious gap between the sounds. So, is it possible to play short drum sounds seamlessly Regards. Depending on what you want to do. If you want it to be interactive, then I'm not so sure. But if you want to basically make a song with very small memory usage, I did it by putting multiple samples into a sound and then adjusting their time stamp. It was my first attempt at doing something in xact, but I was able to make a cool "picard techno" song out of it. (I was trying to mimic the darkma ...Show All
Prince of Dhump Dynamically casting an object of unknown type
Hello everyone! I think I've got a tough problem for you. I've got a List<object> full of various types of objects, and I want to grab an element from the list and cast it back as the type of object it actually is. Ideally, what I would do is something along the lines of: List<object> objects = new List<object>(); MyClass instance = new MyClass(); objects.add(instance); object something = objects[0]; Type somethingtype = something.GetType(); somethingtype variable = (somethingtype) something; this works fine except for the last line. Once I have the type of the object, I can't use that to either declare a new variable of that type, nor can I use it for casting (as far as I know). Does anyone know of a way to use Type info ...Show All
Pauly C XNA and its runtime libraries
I haven't heard anything on the runtime files that would be needed to fully execute a XNA program, at least, officially. Managed DirectX caused three runtime files before which I think stopped a ton of programs from being released. Little Timmy wanted to show his friend a Pong game that he wrote, but he needed the .NET framework installed, the Managed DirectX files and the DirectX runtime itself. Add each one up and it was roughly an extra 80mb (I'm guessing). Downloading the games from the web was easy, but executing them had requirements like "you have to download this, this and this." I would have skipped to another game. Is this going to be the same issue with XNA How does the installation process differ ...Show All
friggityfraggity .X file importer
Sorry, don't know where else to post this..but does anyone know of a .x file importer for 3DS Max I know one exists because I used to have it but my system crashed. Can't seem to find it after 5+ hours of web searching though... thanks. Blender can import and export any format you'll ever need, including 3DSMax. www.blender.org i do not know of an importer (There may be some Commercial Apps, but they will likly cost as much as max it's self ), but tere is an exporter called panda.... What you might be able to do is use blender as listed below to import the data, then export it into a format the max can use. Remember that Blender is Free. ...Show All
Paula M DBP Submission Platform
I have a question about the dbp challenge. My xbox360 has just fallen prey to the dreaded " three flashing red lights on the ring of light " issue and, I suspect, will have to be sent in for service. I'm working with support and awaiting their response, but that's not really the issue. I really really wanted my game to be cross platform such that the same code-base built for both windows and xbox360. Would I be penalized if I my submitted solution had projects for both xbox360 and windows, and the xbox360 version was borked I mean, I think I've gotten a pretty good appreciation for what issues must be taken into account when developing for the 360, but since it's out of commission for the time being I obviously wouldn't be able ...Show All
Folyjon RetinaX The Easy Managed DirectX Framework
Hello everyone, RetinaX open source framework version 0.9.2 has been released with scene graph, graphical user interface and 3d sound support. RetinaX wraps Managed DirectX API to provide convenient game and application development base for people who want to get it done with minimum fuss but still keep track of the overall picture. All in all its an easy way to start developing 3D DirectX games and as it is BSD licensed you can take the source base and turn it around to your liking without worrying about licence issues. We would like to invite you to join us in RetinaX development. Our friendly development team provides fast answers for any RetinaX related questions in: http://sourceforge.net/projects/retinax Download the RetinaX distri ...Show All
KevMac Problems with rendering...
Hey, I'm pretty sure that these are both simple fixes.... But I've been having two problems with rendering things with direct x 9. I've worked around both of them for a while but I don't really like doing that, although I've been unable to come up with a reason/solution for either and my research on google and these forums hasn't yet provided a solution, so I figured I'd actually try asking for help... I'm writing a 2D/3D engine, and I've found that when I'm using 2D rendering, nothing shows up on screen until I render a font to the screen. I'm not doing anything excessive with my fonts - I'm just using the LPD3DXFONT class with the DrawTextA function to render my text. So as far as I know, that shouldn't be changing anything importa ...Show All
dek in UK 70 Balls colliding, physics sample
Have fun going through my code but maybe you can get something out of it useful. Does pixel perfect collision and 'as good as I can make it' physics ball engine. 70 balls is about the max with the current setup, if you want to see the collisions better change the number of balls at the top. Let me know what you think. http://www.dxxd.net/keith/SpriteTesst.rar Great job, Made it the XNA Program of the day at www.learnxna.com and the physics code should help alot of people out. Gregory Wurm Very nice job. Bye Toni Nick Cardullo wrote: seems cool. with just a few minutes of work, i got it running with 115 balls, now im just trying to figure out all the physics stuff so i c ...Show All
arch_angel81 Help With Vista Instalation
When ever I try installing Microsoft XNA Game Studio Express It stops installing when it says "Registering project templates". This is what it looks like: http://i13.photobucket.com/albums/a275/keeepout/Untitled.jpg I am on Windows Vista RC2. I have allready installed Microsoft Visual C# 2005 Express Edition but the XNA part wont install. Their website says it should work with Vista but it doesnt for me. Can please someone help me You first have to run the windows command prompt as Administrator (right-click on start menu item), then run the setup from the command prompt. You would type something like: cd C:\Wherever the Installer is\ xnagse ...Show All
Martin00 Problems with SurfaceFormat.Bgra1010102 on the XBOX360
graphics . PreferredBackBufferFormat = SurfaceFormat . Bgra1010102; If I have the above line right after I create my GraphicsDeviceManager, anything I render to the screen comes out as total garbage in terms of color values *except* while one of the 360's panels (or whatever they're called - the ones the big X button brings up) is rendering. In that case everything renders fine. Simple example, I render out a farily heavily tessellated quad who's verts range from -32 to +32 in world space (in both X and Z directions, Y = 0). My vertex shader passes abs( worldPos.xz ) into the pixel shader as a texture coordinate and the pixel shader returns float4( frac( texCoord ), 0, 1 ) . I expect this to give me a r ...Show All
blixt174963 .. TRIEDEX VB.NET componet class templte For vb.net XNA ... Version 2
Imports Microsoft.Xna.Framework Imports Microsoft.Xna.Framework.Input Imports Microsoft.Xna.Framework.Components Imports Microsoft.Xna.Framework.Graphics Public Class Template '******* Rename this to the name of your class Inherits GameComponent Implements IGraphicsDeviceService # Region "...................... Core overrides inherited from GameComponent ................................. " '**************************************************************************** '// Called when the GameComponent needs to be drawn. Override this method with component-specific draw code. '**************************************************************************** ''' ...Show All
