Answer Questions
kenre Unicode and Bitmap Fonts
We will have access to System.Text with unicode on the Windows platform. But for cross-compatibility, a bitmap font should be used, right Or do you have something up your sleeve Bitmap fonts are great, because you don't mess up your layout with them, but to make international programs, supporting Asian languages, would be hell if I had to texturize every Japanese and Chinese pictogram. Will there be some solution Maybe integrated into the Content Pipeline I understand if there won't be in the beta, but what about the final product I think they have to have something up their sleeve, they will be giving us this CPL (content pipeline) that will make getting things into our projects easy. Why make just putting up words more work ...Show All
bmmsr .NET backwards compatibility
Hey everyone, I'm new to C# and the .NET framework. I recently decided to check it out because I heard about XNA and wanted to play with it. I was looking around for some things that were written in C#, games specifically and I came across Arena Wars. When I try to run it it tells me I need a 1.x version of the .NET framework, I have 2.0 installed. Does that mean that it's not backwards compatible and that end users will eventually need two or three different versions of the framework installed in order to reliably run programs written in C# Yeah the only version of the .NET framework I have installed is the 2.0. So am I correct then that newer versions of the framework are not backwards compatible with ...Show All
GSReddy multiple DSP in XACT
i have problem with DSP effects in XACT: how create more DSP then one and change them in run time i have one man that plays cue inside cave, and second playing the same cue out side, first cue should use "Cave DSP", and second should be played normaly. im looking for something like EAX and sources in openal. It's not as nice as using several Reverb objects, but you can automate parameters in real time. When you create a DSP, a global RPC is automatically created as well. You can create curves for each parameter you want to adjust and move through the settings by adjusting the variable tied to the curves. It doesn't work well for different sounds with different reverb settings at the same time, bu ...Show All
Liu Qiang Animations in Content Pipeline
I officially give up on trying to use the built in content pipeline importer for mesh animation. I created a model with only one rotation matrix in its hierarchy, and the rest of the matrices are identity matrices. The directx viewer runs it fine, my XNA beta1 loader runs it fine, but it seems impossible to access this matrix in the content pipeline. I did a full tree search before and after the base.process in a custom model processor, and my rotation matrix was not stored anywhere (it was stored as -1*I for some irritating reason). My question is, is the animation loading going to be changed in a future release or are we stuck with creating our own processors and .X importers for animated .X files It would have b ...Show All
jlabrou Mesh.Clone is disposed with original
Problem: A Cloned Direct3D.Mesh object is being disposed when the Mesh it was cloned from is disposed. I'm using the 2006 Managed DirectX C# SDK. Here is the code: Ok, I seem to have found some sort of workaround. I made the following changes: ...Show All
ro88o Can anyone replicate this Generic List and Component problem I am having
Hi, I belive this is a problem with XNA Game Studio because of the discussion I have had on the Winform thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=766386&SiteID=1&mode=1 [Problem with List<T> and TypeConverter] I have a GameComponent that contains a Generic list of my custom class called Background Layer. This Background Layer has a custom type converter called LayerConverter. The problem I am having is that when I edit the collection via the designer the collection property editor is wrong. The properties that I can see are under an expansion box called "Value", changing this value doesn't work it keeps reverting back. I have traced it to the fact that whatever calls the type converter calls ...Show All
Al Chu Go to the next character
This sounds like a simple enough thing to do, but I can't seem to figure it out. Say you have a char 'a' and you want it to go to 'b' if you push right. How do you do that Take your pick: char next = ( char )(( int ) 'a' + 1); or char next = ( char )( 'a' + System. Convert .ToChar(1)); Good point, Molt. I noticed that there are a lot of gaps, so I'll add that in once I figure out what each character value is. The XGameLineInput would have been nice to know about before but since I already put in my own code, I'll just add to what I've got. Gracias You might also want to take a look a ...Show All
FarReachJason is there no tuts in text not video lol?
is there no tuts in text not video lol I can't stand video tuts not to be mean to people who make movies there great but im a learner by reading guides. I can't find any n00bie starter guide.. Any advice would help man years ago look for adobe movie tuts never found any now all i can find xna movies no text guides.4 Have you tried the document included with GSE Start->Programs->Microsoft XNA Game Studio Express->XNA Game Studio Express Documentation or just through the Help menu in XNA Game Studio Express. Try the "Getting Started with XNA Game Studio Express" link. Google will also lead you to lots of blogs/sample-codes/tutorials... Here's some other links: http ...Show All
Mark Sztainbok Bitblt/bltfast in DirectX10
I am using bitblt and bltfast to put an image to a surface or from a backbuffer to a front bueffer. I don't use Direct3D at all. It has been working fine in XP with DirectX9. But when I test it in the "pretty" Vista. It shows me nothing on screen. I guess this is because of DirectX10. I traced my code and couldn't find anything wrong. Everything seems fine. All the surface creations and drawing functions returned DD_OK. Should the bitblit functions work in DirectX10 Can any one tell me how I should use them Many thanks. Max Liu thanks for the replys. I had another look at my code and foud that I don't actually blit the image from the backbuffer to the front buffer (I can't remember the reason why I did this). ...Show All
DavidR100 Time based animation
my first pong example was doing ball.xpos += ball.vel_x; to move it. This is not the correct way but everytime I try to use time based animations I mess up. Anyone know a good source to read up on this Promit wrote: If you use the fixed timestep in XNA (which is default), it will actually be a perfectly good way. An alternative is to store your velocities in units per second. Then you can use multiply that velocity by Game.ElapsedTime every time you want to move the ball, and that will give you time based motion. Yeah I guess it is working I just think something is wrong because it stutters a litte but I think it's because I'm running on my laptop. I wish I could test this on the 360! ...Show All
dophine XNA and isometric
Hello all, what is the best way (if it is possible) to use XNA and build an 2d isometric view draw a sprite and rotate it or are there better solutions thanks in advance.. g.. Wouldn't setting your projection matrix to Identity create an isometric view GMS0012 wrote: what is the best way to place objects/enemies/buildings should i put objects and buildings on the map (tilemap) or should i put them as object in a list.. (like moving enemies) if they are an object and stored in a list i could give them attributes (like coordinates, bounding box coordinates,depth etc). what do you think ...Show All
Christie Myburgh Displaying textured 3D objects
Hi there, I've been working my way through the tutorials at http://xna101.spaces.live.com/ , and I am stuck on lesson 16, the first 3D tutorial. The download of die.x didn't work, so I whipped up my own little 3D cube in Blender and applied a simple 64x64 pixel texture to it and saved it in DirectX format as cube.x. I was able to add it to my Project fine, but when I try to compile the program, it has all sorts of trouble understanding any texture I put on the thing. It will say the texture file is not found in the debug/bin directory; or it will give me other error messages about the structure of the texture file. I tried saving the cube as cube.3ds and cube.x3d and whatnot, and none of that worked. (Indeed, the Project didn't even rec ...Show All
werp XNA Framework wish list
XNA Framework wish list. - System.Net.Sockets o Socket (Tcp & UDP transport) o Do not really need support for TcpClient, TcpListener and UdpClient - System.Security.Cryptography o Rijndael o MD5 - System.IO o FileStream o StreamWriter / Reader - System.Text o StringBuilder o Full UniCode support - System.Threading - System.Diagnostic Thanks, Roger Larsen Shawn, can you check if the 360 framework supports the Cryptography namespace, and if so, which cipher impls, if not all of them As you point out the CF does, but that doesn't necessarily mea ...Show All
SharePointing Selling Games on Xbox Live Arcade
Hello, I am currently putting a team together to create new Xbox Live Arcade games. They will be using the XNA development tool and the projects will be financed by myself. How long will it be untill Indy developers can sell their games online in order to re-coup some of the money and produce additional games Any help is appreciated. Regards Ian Well, I am sure the Parental Control is there for a reason... :) I imagine if a game has potential, rules can be bend. vhold wrote: It kinda smells of how big record labels treat small artists. I know that's being conspiratorially minded, but you have to admit that the lack of information in this department has a somewhat purposeful feeling. Indeed, that is how the game ...Show All
imed-deborah how to get input from various keyboards with directinput
First sorry for my bad english... I want to get input from various USB keyboard, and I need to know from which keyboard I get the keystroke, I prove the directinput objects in VB 2005. This are the code that I use in the declaration section (in this case I use 2 USB Keyboard) Implements DirectXEvent8 Private MiDirectX As New DirectX8 Private MiDirectInput As DirectInput8 'the object to my first keyboard Private diDev As DirectInputDevice8 'the object to my second keyboard Private diDev2 As DirectInputDevice8 ' Private keyState As DIKEYBOARDSTATE Private keyState2 As DIKEYBOARDSTATE Private ManejaEvento As Long Private ManejaEvento2 As Long ------------- ...Show All
