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dreameR.78 XNACommunityArcade - Need game info / links...
XNAResources.com is about to launch the next site in our site network... The site is called XNACommunityArcade! We hope that it will turn into THE CENTRAL listing place for all XNA created games! Since right now there is no "Arcade" for the games developed with XNA we want to start building one for the community! Here is a screenshot of the site: http://www.xnaresources.com/xnacommunityarcade.png The site will be launching this weekend but we wanted to get information about the games that everyone is working on or has available right now... if you can please send and email to contact@xnaresources.com with the following info: 1.) Game Title and a GOOD DESCRIPTION 2.) Game Details: Windows Comp., XBOX Co ...Show All
MarlAtkins Fix mdx 2.0 on Microsoft Robotics Studio
there is a timebomb in the directx dll on 6.october if i was microsoft i say tanks fo the tip and implant physics api into xna best regards MS Robotics is aware of the problem and is working on a resolution. The timebomb in MDX has already been discussed and Microsoft have stated it will not be removed. You will have to contact the robotics team to see if they have a fix - they do not read in these forums. Please Read : Manage d Directx 2.0 Expira tion, moving to XNA in Robotics Studio http://www.microsoft.com/communities/newsgroups/en-us/default.aspx &query=please+read&lang=en&cr=US&guid=&sloc=en-us&dg=microsoft.public.msroboticsstudio&p=1&tid=1b4878e6-bea ...Show All
rahulsk1947 Will build #5536.16385 of Vista be compatible with D3D10 in August'06 SDK?
Hi, Just checked my email and it seems that beta testers (maybe MSDN people as well) can now get another pre-RC1 build of Vista. The August'06 SDK states that the D3D10 CTP will only work with RC1 of Vista and the other recent pre-RC1 build wasn't good enough. So, just wondering if anyone here knows if 5536 will work with the August SDK or if we still need to stick with Beta-2 and the June SDK. Would save me a lot of time before I go and download 5gb of ISO's and spend a few hours setting up my test machine... Cheers, Jack Ralf Kornmann wrote: I haven't seen x64 ISOs for this build so far. My bad for not checking connect: 8-25-06 - Click here to download the latest 5536.1638 ...Show All
HumbleServant I’m in desperate need of direction...
I know you guys are probably overrun with these kinds of threads, and I apologize for making another one. I did my best to look around and get as much info from the other threads as I could, but really I need a personalized response to figure out what I should do. I’m 17 and am currently replying in the process of applying to my local college (game design and development), but stupid me forgot that they want a portfolio for classes like this (windows applications, small games, ect ect). And I have about 2 or 3 months to figure this all out before my portfolio is due. So far I’ve downloaded XNA game studio express, Microsoft Visual C# 2005 express, and the 30 day trial for the Torque game builder. I’m completely new to this and totally lost ...Show All
jcnconnect Performance issue about UpdateSurface
Hi all, I'm doing a pretty simple thing but I have too much more CPU load than I expected. Now, what am I doing I need to update a texture from CPU (and draw it) very often (may be about every frame). To do so I create a texture in D3DPOOL_SYSTEMMEM and one in D3DPOOL_DEFAULT (so the first should be in system-memory, while the latter should be in video-memory). I lock the first texture, fill it, unlock it and call UpdateSurface to copy the content into the video-memory texture. Then I use this latter texture to render. (In fact I have two swapping video-mem textures, but for this issue it doesn't matter) Doing so I noticed a quite heavy CPU load on the Present() call. Using a 16MByte text ...Show All
Ohio Mike Begginers and XNA
How hard is it for a begginger with no experience in programing and low math skills to make a working game on XNA Is it even possible How much does it take to learn C#, and how intuitive is it My first choice of program to use would be the Torque Engine, because it was implemented well in Marble Blast Ultra on Xbox Live Arcade. I would really like to be able to create games, even if simple, I also want to get in the video game industry, though not currently in programming, but I mainly want to do it as a hobby. Thanks for any help you guys can give me. The best way I've found to learn is to create projects that do different things and find the pieces of the Framework that you need, either in the Help or by posting messages here askin ...Show All
Whoisit Creating objects 'by name' read from level data
Hi, Firstly sorry for the confused subject line ;) Ok, I'll try and explain - suppose I have a class called Enemy1 and a text file that lists level data and in there I have the text "Enemy1" listed also. Can I somehow create a new instance of an Enemy1 object by only knowing 'Enemy1' as the string that I have read from the level text file This would mean I would avoid alot of code such as 'if blah = "Enemy1" then... Enemy1 myEnemy = New Enemy1' etc. Hope that makes sense, sure there is a 'correct' name for this. Cheers :) Thanks, I'll have a read. Cheers :) Check out serialization and reflection Actually, the SpaceWar startup kit reads it's data from ...Show All
hmayer TGA files using Fireworks
Hey there guys, I am just having a problem I am trying to edit a TGA file in Fireworks but I can not save it as a TGA file. Dose any one out there know fireworks well enough to help me out Thanks, OmegaJ Alright I guess I'll have to use PNGs. Thanks alot man. I don't think it's supported as an export format. Which is too bad! I really like fireworks. http://www.adobe.com/cfusion/knowledgebase/index.cfm id=tn_14318 I use PNGs anyways. If you use the content pipeline, it will convert the texture to something easier to read. ...Show All
Chimme Array with a variable instead of a number
in my program I have the following code: int Blockers = 4; Texture2D mTexture; Texture2D [] tBrick = new Texture2D [Blockers]; so anyway, this gives me the following error "A field initializer cannot reference the nonstatic field, method, or property " , underlining the Blockers word in the 3rd line of code above. I also have several other lines similar to this one declaring Integer arrays, which give me the same error. The only reason I'm trying to do this is to make it more 'Dev friendly' so that anyone can just change the number of 'Blockers' and create more bricks in my game. ; If it is only for development purposes, just replace int Blockers=4; with const int Blockers=4; Ma ...Show All
Jim Perry How can I install XNA Game Studio Express over Visual Studio Std or TS?
I understand the support for VS Express to use XNA Game Studio Express, but as a professional developer, but a hobbyist game developer I don't want to have to install VS Express. Any plans or hacks to get it to install over VS instead of VS Express Sounds like it's time to create another partition on the hard drive so I don't have to muck with my current VS installation... thank goodness for multi-boot support in modern operating systems. You can't even install it unless c# express is present. They live side by side quite happily. There may be a future product that support other VS Skus but not this one. Please search the forum before posting this question has been discussed MANY times today ...Show All
curiousss Model Collision Detection
Say I had two models loaded from file, a building and a character. I want the character to be able to walk around the building (up ramps etc.) and of course not be able to walk through the walls. I notice that all meshes loaded from file having a Bounding Sphere property which can be used for collision detection, however, the character will never be able to get near the building if I use that approach. Is there a way to create complex collision shapes based on the mesh data Or do I have to export the building as many seperate meshes I think the vertex buffer can be used for this as well, although, I can't seem to find a way to read the vertex buffer from meshes loaded from file. Any suggestions on how to accomplish this would be great. ...Show All
Rod Yager FileNotFoundException
Running the game get's me: System.IO.FileNotFoundException was unhandled Message="The specified module could not be found. (Exception from HRESULT: 0x8007007E)" Source="MySpacewar1" StackTrace: at Spacewar.Program.Main(String[] args) at System.AppDomain.nExecuteAssembly(Assembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.Threa ...Show All
ititrx XML TOOL KIT HELP
hey there was wondering if any one is able to give me a few pointers on XNA. trying to create a toolkit using xna that will allow me to design levels, but also want to export the created level to an xml file and also reloaded it into my main game engine from the the xml file, any pointers cheers, thanks for there help Shawn Hargreaves - MSFT wrote: Be aware that there is no BinaryFormatter on Xbox: that's not included by the Compact Framework. Thanks for the heads up. How about the XmlSerializer If so, then just do: XmlSerializer serializer = new XmlSerializer( typeof (Level)); Stream writer = new FileStream (filename, FileMode .Create); serializer.Serialize(writer, this); writer.Close(); ...Show All
Stephen Craig how to make .x file? how to understand them?
hello How can I design my own .x file for terrain Which programs allow it and I must understand; what describes .x files how can I get the values that I need for example what is the height of the hill at specific point how can I get this value from x file Any help will be appriciated. You can use CreateMesh function and then Lock the VertexBuffer and IndexBuffer to copy your value You also need to use CreateMaterial and define one...(do this before calling CreateMesh so you can use it) You need to know the size of your vertex and index buffer so it's better to define them before the call to Createmesh Once you have this you call SaveMeshToFileX() ...Show All
kbsreejith Storage
I a bit confused about what things I need to consider when working with storage in XNA. For instance, I normally use xml files to to store data (map files, config). I want to be able to develop simple games that run both on the xbox as well as pc... so my confusion is what do I do about storage to make sure I don't run into any gotchas from one platform to the next I understand that I should be using StorageContainer and StorageDevice... but is that just for for storing game state like save games and so forth Or can I access the game directory using those... I need to be able to do simple things like load map files. What location do I store these files so that I can access them on both platforms at run time. ...Show All
