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Software Development Network >> Game Technologies

Game Technologies

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$(MC2Root) variable
Speech SDK is a recommended XNA download? :D
Cannot load XACT Data (InvalidDataException)
Where in content pipeline does volume textures fail?
Failed to close win32 application after closing window
Beta2 Math Problems
How to build a mesh in runtime?
XNA talk in College
TextureImporter returning a Zero'd texture
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  • Brandon T Perry Templates

    I have installed XNA on Windows Vista Ultimate and the templates aren't showing up in Visual C#. I know that they are installed because I've located them in the XNA Directory however they aren't showing up. Whats the difference in running it using windows and running it using command prompt Nevermind, I got it finally. Thanks for the help! I need help running it in the command prompt... I don't know how to navigate to the directory and then run the setup file... :( This is a common problem, and you need to make sure you have installed it on Vista in the correct way. Need to run a command prompmt under admin and runn all installs from there. Install VS C# Express Install VS C# Express Service Pack 1 ...Show All

  • JasonG271009 So how does this (non)commercial business work?

    Can anyone please enlighten me on how this all will work. How I see it, there are two points for having XNA. 1. To let gamers make Xbox 360 non-commercial games freely to play on their own consoles. 2. To let gamers make Xbox 360 commercial games that they may transfer over live. But can we sell these games & start a business And where do our limits end & then begin again with Pro I have been trying to start a video game business for years now, working with teams and software, and Microsoft XNA can be a new pedestal for my team and business.   Thanks in advance. So I can program it to work on the PC Ok, I read somewhere on the forums tha ...Show All

  • SteveRod Beta2 - Texture2D.GetData

    Hi, How can I get to the texture data, I see a function called GetData which looks like it does the job but it requires the texture to not be managed. How can I load a texture with the right parameters to allow GetData to return valid data. Thanks. What I want to be able to do: Texture2D image = content.Load<Texture2D>(filename); uint[] bits = new uint[image.Width * image.Height]; image.GetData<uint>(bits); Hi, I attempted the same thing with a texture whose SurfaceFormat is Dxt1, and I get an exception. snippet: texture = content.Load< Texture2D >( "Graphics\\t_crate" ); txtData = new Color [texture.Width * texture.Height]; texture.GetData< Color &g ...Show All

  • Beth31 this.IsMouseVisible = true;

    Is there anyway to change what *.cur is used I didn't see anything but I may be over looking it. I also tried making a GameComponent, using a sprite as the mouse cursor and this allows me to change the texture when needed. I ran into a problem with this also. When the mouse leaves the GameWindow the Texture stays there and it appears to have two cursors on the screen. You could set rules that if mouse > screenWidth don't draw but if you move the mouse with anytype of speed it never updates. To work around that I set: Mouse .IsCaptured = true ; Which works great. Till the GameWindow loses Focus. Once the Focus is lost the cursor does not act the same. IE: Prior to losing focus, cursor will go UNDER the top blue windowbar (where ...Show All

  • cythe release date of font stuff?

    on the xna lunch party, they showed some font stuff. do anybody know, when the font stuff will be released i know that there are a lots of classes etc. which implements some stuff equal to the stuff which were showed on the xna lunch party, but i want to know, when we will be able to use some stoff from microsoft My XNAStage project is also now available on CodePlex at http://www.codeplex.com/xnastage and goes about font support in a different way. So depending on the particular needs, you may choose the great Nuclex font support, or XNAStage, but I just thought I'd hit upon some of the differences to help with the decision making process. Content Pipeline or no Content Pipeline XNAStage has a ...Show All

  • FcoLomas 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 What arcade game would be rated M (besides maybe Mortal Kombat) ! 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 industry has worked in the past. Our vision with XN ...Show All

  • JPATEL Cannot run XNA projects

    I have directx sdk august 2006 release and .net 2.0 framework, c# 2005 express, & xna express Creating a new project, without adding any additional code, the project will not run under start with/ or without debugging. I have tried the multiswap fix in other posts. Sounds like a motherboard mounted thing. DX9 isn't enough it needs to be shader model 2 compatible. Unfortunalty I can't find the specs of your graphics card online to know if it is or not and its not listed in the DirectX spreadsheet. It seems that you do not have graphic card support directx9c or Shader model 2.0 I am having the same problem, but I'm have a homework assignment due in a week or so. I also have ATI M ...Show All

  • MCairney XNA : Absolute Beginner

    Ok, I've taken the plunge and decided to write my own Pong game (you have to start somewhere, right!). I thought this would be a good starting point as it will get my used to sprites and collision detection.. I've managed to get a sprite working and bouncing of the edge of the graphics viewport but I'm using simple "if ( texturePos.X > viewPoirt.Width )" code to detect the edges of the viewport. I'd like to encompass my texture in a boundingbox (boundingsphere) and set up 4 planes as the walls. I'm not much of a star in the maths department and I can't get my head around a plane having 4 co-ordinates... Would someone be kind enough to help me understand how I describe the planes with 4 co-ordinates Alteratively, ...Show All

  • Fekih Mehdi How to gray out screen for pause menu

    Hello, I am trying to create a grayed out copy of the screen of my game so that I can render a "pause options" menu on top of it. I think the solution might have something to do with using GraphicsDevice.CreateRenderTarget to render the game to a new texture, and then drawing that texture grayed out. How do I accomplish the actual graying out How (if it is even possible) do I render my game so that the result ends up in a new texture instead of on the screen Thanks! Thanks for helping out. I didn't realize they applied at all, so I will definitely read up now. :) George, That sounds like a workable idea. Basically I would just not update my game state, but continue to render the entire game each frame while the men ...Show All

  • LegendRey 2 or 1 more day(s) depending where u are

    So who else is excited that we're finally gonna get it soon Woohhooo!!! Installing C# right now so I don't have to do that tomorrow. Less then 24 hours to go. I'll be on waiting to download depending on when they actually open it up. I've had C# Express installed for months. I've started working on some game object classes already. Just waiting for notification that it's up. The MS servers are going to be hammered! Me too! I've been waiting for this in weeks! I do hope that they would bundle a good tutorial with it! ...Show All

  • cmsesan1 Working with buffers in 2D

    Hello all, I've been trying to figure out how the system with backbuffers work. In all examples I have found people are clearing the buffer before they draw something new. graphics.GraphicsDevice.Clear(Color.Black); ...draw some sprites... graphics.GraphicsDevice.Present(); I guess that when you enter the Draw method you are working with the backbuffer, so the clear() and the sprite draw() will affect the backbuffer. After that you call the Present() to draw the recently made backbuffer on the screen. My problem is that this is not how I would like to do it in my case. Everytime I enter the Draw() method I would only like to add some new things, and not clear anything. The easiest way to do this is to not have any backbuffer at all, but I ...Show All

  • Dan Amero Models

    Hello im trying to load the same model many times at differnt locations first i create an array of models then i load the the models content location info then i created each model to draw in the draw method. however doing this simply is transforming the same model instead of drawing 10 seperate models here is m code if anyone can figure it out public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; ContentManager content; Model[] models; public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); } protected override void Initialize() { models = new Model[10]; base.Initialize(); } protected override void Loa ...Show All

  • jeffrycalhoun New XNA 3D tutorial

    Hi all -- I have ported the first series of my MDX tutorial site to XNA beta2 code. You can find the first entry of the tut at this location: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Starting_a_project.php It's an introduction to 3D game programming using XNA. During the coming weeks I will be porting the code of the other 2 series, of which you can find screenshots at the homepage: http://www.riemers.net/index.php expandall=1 As soon as XNA is released completely, the whole site will be built around it. Comments are welcome riemer Right. Certain changes to the device parameters might require the device to be recreated rather than just reset when toggling windowed/fullscreen. In that case, the gr ...Show All

  • scripteaze DXGI_USAGE_BACK_BUFFER <-> DXGI_USAGE_RENDER_TARGET_OUTPUT

    Currently I specify in D3D10CreateDeviceAndSwapChain() in the buffer usage the DXGI_USAGE_RENDER_TARGET_OUTPUT flag. If I specify the DXGI_USAGE_BACK_BUFFER flag I get an error message. What is the difference between those two flags Isn't a back buffer not a render target ... I can't think of anything that makes a back buffer so special to give it its own flag :-) Enlighten me please, - Wolfgang Hi Sam, thanks for your help. What do you mean with scan out - Wolfgang Hi Wolf, Scan out is an old nick name for buffers that can be presented and seen by the user. Comes from the old days of RAMDACs and CRTs which would 'scan' the memory in horizontal lines (and t ...Show All

  • Neil_D_Jones XNA compiled programs crashing

    Hi, i downloaded XNA Game Studio express Beta an hour ago. The application itself works pretty well, but when i compile an application (like the Spacewar starter kit or a new project), the exe that i find in *project folder*/bin/Release/ won't launch : it crashes and asks me if i want to send a report to microsoft. I know it's kinda normal since it's a beta software, but if anyone knows an issue to this problem, it would be very helpful ;) Thanks in advance. Spacewar needs an xbox gamepad (or 2) plugged in. There is some debug code that enable limited keyboard control http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682463 I have an other problem, SpaceWar starts, but what buttons must ...Show All

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