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riemerg My new game running on Beta 2 (Dr. Popper)
Just wanted to let everyone know now that I have migrated my game to XNA Beta 2, and have put it up for download at http://www.bluerosegames.com . It's called Dr. Popper and it's a puzzle game similar to Pop'em, Jawbreaker, and Bubblet. I will post full source code for the game in a few days, but for now if you have any questions feel free to ask. Thanks, Bill Hmm, installed the runtime and game on my son's PC and got a System.InvalidOperationException when I tried to run it. OK, runs on my laptop. I'll try it on my son's PC when I get home. UPDATE: I have posted the full source code for the game as well. I have added the link to http://www.bluerosegames.com Bill Wow I didn't realize that they had m ...Show All
kennm Framework error when trying to start a 360 game project
just wondering if this is happening to everyone or just me. if i click any of the 360 projects i get this error: Could not load type 'Microsoft.xna.Framework.Content.ContentSerializerCollectionItemNameAttribute' from assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=f48fa5f25d27e8ff'. is there something wrong with my installation or is that done on purpose until the final version of game studio express is out i got the xna framework, the game studio beta 2, and the directx 9 runtime installed. Hmm, 360 project builds just fine on my laptop. I'm assuming you can build a Windows game without errors Uininstall the XNA Framework, you do not need/want this ...Show All
MMMalik IntersectInformation in XNA
How can I get IntersectInformation in XNA I'm create a graphic engine with collision. I want detect collisions with walls. In directX 9.0 I can get IntersectInformation because Mesh class has the method Mesh.intersect. Then I can get a triangle. How can I do it in XNA thanks Hi Sagan, XNA has smaller intersection methods than DirectX 9.0. From a mesh, we can get only Bounding Sphere. For more interesection informations, we have to develop a custom content-pipeline. Perhaps, "pre-calculated" is XNA's concept, because today's game (especially Xbox 360) handles complex models which consists of many vertexes. For the same purpose as you, I had to write a simple content-pipeline so that program can ...Show All
Yawei XNA shader parameters from 3d studio
Hi! I'm currently using 3D Studio Max to create scenes, then export them into .x file format and then import with a standard content pipeline. What I miss is that after the content pipeline processes my scenes I can't find the shader's parameter values I've set up in 3D Studio Max. Is there a way to overcome this problem Any help appreciated, Pawel Jarzebski Well, to my knowledge, the only rendering variables that get actually stored in the X file on export are those associated with Fixed Function Pipeline material settings. These FFP materials get stored on import as BasicEffect objects within the Model.Meshes[].Effects[] collection, so you could iterate through them and read or modify their pr ...Show All
rhodesia 3D game sample/tutorial
Has anyone released any samples/tutorials/simple games that are 3D for XNA I am really not interested at all in doing anything 2D. I have made some progress making a game with MDX, though I haven't completed it yet. However, I am still having a mental hurdle with how to structure things in XNA. Not having the fixed pipeline isn't helping much either. >>>>>> Basically people are holding off for the content pipeline, otherwise they will just be doing a lot of wasted work. If someone isn't bothering to wait, I'm sure the second they get one done, they'll announce it here, so just keep waiting and watching. >>>>>> However I do have a parallax mapping sample up :) ...Show All
Mystagogue XNA Game Studio Express (Beta2). No components installed?
I installed VC# express, then XNA Beta2.. Started a game new project in XNA Game Studio Express (Beta) and thought I would see some components to play with and kind of get me started. I have no components at all in the toolbox. There is a General tab, but text that reads there being no usuable components in the group. I later read on microsoft's website that you'll want to run vc# express at least once before installing XNA or it msy not install all parts properly.. so, I uninstalled XNA and then re-installed it after loading up VC# express a couple of times. Still no components. Is this right Are the only components in XNA the ones I will code myself Tony! The concept o ...Show All
Punch Create Vector from Angle
I have an angle of rotation in radians. Is there an easy way to convert this to a vector, as I have a 2D sprite ship I want to be able to rotate, and move in the direction of the rotation Simon Do you mean something like this public Vector2(float angle) { X = (float)Math.Sin(angle); Y = (float)Math.Cos(angle); } Can you precise what kind of movement you are tolking to Because "the direction of rotation" has two meaningful values only - clockwise and counter-clockwise, relatively to rotation axis. I will try that. I have a ship which I want to rotate about its axis, and then move it in the direction it is pointing using the rotation angle. So i ...Show All
Rattlerr Two 2D/3D samples to dowload from my site.
I converted two of my previous samples from Beta 1 to Beta 2. These are interactive applications, the first in 2D the second in 3D. The second is not just a conversion, I added two type of meshes. You can also see two little movies about my little games that I will convert to XNA: 1) Ship vs Ufo 2) Dwarf vs Ninja Link to my site: http://tonigreco.spaces.live.com/ Toni Due to you are teaching your pupils... Regarding 3d sample: you have a common mistake including textures in project explicitly for mesh files containing references to their textures. Please read http://blogs.msdn.com/shawnhar/archive/2006/11/03/add-the-mesh-not-the-textures.aspx . In your case merely delete from Game1.cs next lines: Texture ...Show All
Mark Arrildt Splash Screen Processing
Hi again all :-) Am still writing my little app to get my head around using c# + XNA and just wanted to check i was doing something in a effective manner. It all relates to the splash screen section which effectivily just fades in a company logo, fades it out, the fades in the application title and fades it out. The way i do this at the moment is that i have a class called SplashScreen which has 3 functions init. which loads n e images, sets up n e variables etc. that are to be used. Draw. which as it says draws approriate image and updates alpha to create fading of images, then delete. which nulls out n e thing that may be takin up memory to free it up a little (not sure if needed really) in the games main initialization function ...Show All
AntonioP 3d tools using mfc+Directx
hi all, Basically am a entry level game programmer now i had started my path on tool development, presently i am developing a software like motion editor for that i need to write code for the basic setup so i want to know is there any article of tutorial for creating the basic setup using MFC + directx. ie multiple viewport (you know what a editor needs) please help... KissPsycho I am not working. I am still in college - B.E. 3rd Year. I think we should be discussing these stuff in private - senthil.uac@gmail.com thanks senthil, but for the past week i have been trying to implement the multiple viewport using splitters with d3d its kinda difficult, i am particular about the VC++ is beca ...Show All
VBwant2B 2D High-def Project, advice needed
I am tasked with writing an application to output high definition 2D graphics to a television. I don't need to render anything 3D, no models, textures, shaders, or any of that stuff. If you picture the graphics overlays you see during football, that's what I have to do, simple graphics but in high-def. I guess because my application is so relatively simple I haven't found any useful information online or any good advice. I suppose there are too many people focusing on 3D now and not 2D compositing. I could really use a heads-up. My questions are three-fold. First, I am not sure what the most efficient method would be to composite multiple layers of graphics (bitmaps, scrolling text) with alpha blending. Second, I need to render ...Show All
Isaac Shloss Adding textures to CDXUTDialog
Hi. I'm trying to create an ingame GUI with the CDXUTDialog. There is a possibility to add custom textures to buttons, checkboxes, etc. If I add an texture, it isn't aligned correctly. Does anybody know how to add a texture that it looks correct Cheers, Daniel So did you manage to set the texture of the CDXUTButton. I have a problem with this. When I call the button->getElement(0)->SetTexture(UINT Id, Rect, Color) it seems I have problem with the UINT Id. I loaded before a png file in a LPDirect3DTexture9 with the LoadTextureFromFileEx function, but it displays nothing. Thank you! Your post was very helpful! ...Show All
Marc Jones Is Boo a viable option for Scripting for both PC and XBox360?
I'm just wondering if anyone has tried getting Boo to work for scripting on the XBox360, or is there some feature that Boo takes advantage of on the PC that isn't available on the console I've been reading that IronPython isn't an option, and LuaInterface wouldn't work either, since P/Invoke doesn't seem to be supported for security reasons. Can anyone shed some light It would be greatly appreciated. Thanks, Kevin The problem isn't P/Invoke, as much as it is the fact that the 360 uses PPC processors, so the x86 DLLs you have aren't going to work. The Xbox 360 security model apparently allows unsafe code, which means that it could allow native code -- the protection of the system uses memory protection, ...Show All
CUI WEI Image Ghosting & ContentManager questions- BETA 2 issue...
I have an issue with the BETA 2. I am migrating my Slime Volleyball code (see my site: http://www.codeplex.com/Wiki/View.aspx ProjectName=SlimeVolleyXNA ) over to the BETA 2 framework. I seem to have an issue with the drawing code. In the old version I had a Slime class that handled a Slime. It drew itself using a Spritebatch in that class (this meant >1 SpriteBatches). I used to have the Slime load it's texture file in the Slime constructor. Now we have to used the ContentManager. This is a little confusing to me. Should I have a ContentManager for each Sprite (Slime and other) or should I pass the default (in Game1.cs) ContentManager to each new Sprite. I have tried this approach but I have a slight image ghostin ...Show All
J. Aldrin Multiple RenderTargets with a Final PostProcess
Hey, I am playing around with a SceneManager component I am working on and have been wondering how to do something. Right now I have a class called a RenderGroup which can render a collection of items to a RenderTarget and then Post Process the RT with an Effect. I want to take it one step further and have multiple RenderGroups(RenderTargets) and post process all of them one more final time. How is this possible Can I grab the BackBuffer before rendering completes and run an effect on it or something Do I put another RenderTarget in index 1 (instead of 0) or something Speaking of which, what is the multiple indices for when setting RenderTargets jsedlak wrote: Speaking of which, what is the multiple indices for ...Show All
