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- Moving the view in 2D games
by Arkcann
- 8 Replies
- Last post
by Jeff Weber
- Hello, I'm not sure if this will make sense but hopefully it will.
Essentially I working on a 2D platformer as a way to develop a small 2D engine I'm working on that will hopefully help me when creating games in the future with XNA. The game is much like Mario, and like in Mario I need the view to follow the main character while moving non-player characters/enemies off the screen. I was wonderi
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- 2d Platforms
by skynes
- 14 Replies
- Last post
by skynes
- I understand it'd be pretty difficult to help me with a problem with me just describing it, without seeing code so...
http://skynes.tripod.com/TheWizard.zip
There's a link to a zip file containing my XNA project and all images.
The Project so far is a mix of a couple of tutorials I found online (2d wizard and a tile engine) along with sprites I found online. I haven't made any of my own s
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- Generate random numbers for every class instance
by XNA Rockstar
- 8 Replies
- Last post
by XNA Rockstar
- I'm trying out some AI techniques but I'm having a problem generating a TRULY random number. I create 20 instances of an ant class that should move and change directions on a random basis. They are doing that, but all in unison instead of each changing directions at different times. Its like synchronized ants. Anyone know how to create a truly random number each time the ants use this method
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- Where is it?
by kameneye
- 2 Replies
- Last post
by Jim Perry
- I just downloaded xna after messing with c# for a while, and when I installed xna and clicked on the link in the start menu, it just went back to c#. My question is "Where is it " Was there something I missed Or am I doing something wrong Thanks for the support
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- Milkshape Model Errors
by comanighttrain
- 7 Replies
- Last post
by comanighttrain
- Hey guys, first post here :D.
Im have modelled a primitive looking gentleman for my first attempt at game programming using milkshape. I tried to enter the model into the first tutorial program but have met with the error "Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values. C:\Documents and Settings\Dave\My Documents\Visual Studio 2005
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- How to make vertex alpha and alpha channel of a texture work together?
by southp
- 0 Replies
- Last post
by southp
- Hi, Recently, I'm working on a game project. Most of objects there are represented by billboards with transparent textures. It was gone well until I try to add some fade-in fade-out effects based on vertex alpha value. The problem is that the transparent textures is no longer transparent anymore, while the changing of vertex alpha do fade my objects. I wonder it is because of the wrong setting of
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- Rendering to a hidden buffer
by Martin Worrell
- 2 Replies
- Last post
by Martin Worrell
- I want to render to a hidden buffer in memory somewhere, then extract the image as a bitmap.
To ellaborate, I want to render a normal viewport on the screen, and also render the vision that each of my 'creatures' in the game can see so I'm going to need to do this simultaneously for all creatures from different angles. I'm using neural networks and machine vision.
I used to do this i
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- 3DS Max export
by azound
- 4 Replies
- Last post
by azound
- Hello everyone, I have been trying to export models from 3DS max for use in my XNA program. The trouble I keep running into is that the axis keep getting rotated and/or flipped from what's in Max. In order to test this, I have created a model that acts as an axis gizmo, with a cone pointing down the X axis, a Rectangle down the Y and a cylinder down the Z. I have exported the model three different
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- issues with D3DXCompileShader() /
by gjaegy
- 1 Replies
- Last post
by gjaegy
- Hi, I am currently switching my engine shader langage from Cg to HLSL. I am using D3DXCompileShader() to compile my shaders. Some of my shaders use #include directives, so I have implemented the ID3DXINCLUDE interface. What I do is that I read the file that should be included, and return this as a char* object by setting the ppData with this pointer (which remains valid until close gets called) an
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- XNA Games OUT OF THE BOX??
by Rafael Mores
- 14 Replies
- Last post
by The ZMan
- I cant make them work on a PC with just .NET 2.0 DirectX and the XNA Framework, it still needs the GSE and VC# Express, otherwise I get an error that the framework dll should have been installed into the Global Assembly Cache.
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- Can we take advantage of 360 hardware using XNA?
by drawle
- 2 Replies
- Last post
by drawle
- Are there portions of the XNA framework that get benefit from the VMX instructions available on the Xenon processor The quaternion discussion got me researching it, but I can't find any discussions at that low level.
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- Drawing Bitmaps to IDirect3dSurface9
by El Gaseron
- 3 Replies
- Last post
by Wessam Bahnassi
- Hello, first of all i want to render a video stream to a IDirect3dSurface9 (in the beginning on the primary display device later on a secondary monitor) so at first i'm trying to draw a simple bitmap on the surface... i've created IDirect3d, IDirect3DDevice9 and IDirect3dSurface9 objects... and i've got a window that i've registered and created. It doesn't matter if the bitmap/video is in the wind
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- Help With Wall Collision
by Dfert
- 3 Replies
- Last post
by Dfert
- Hi,
im trying to create an fps game but i cant figure out how to stop my camera from going through walls, and none of the tutorials ive seen have helped. Is there a way to create a BoundingSphere around a vector Or some other method i have not thought of
Any Help would be greatly apprieciated.
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- Drawing problems with RenderTarget2D
by Tomas Jecha
- 10 Replies
- Last post
by Tomas Jecha
- Hi,
I have problem with drawing Texture2D on RenderTarget2D. If I rendering direct with:
Engine.dev.SetRenderTarget(0, Nothing)
everything is ok (like on this picture in top: http://www.euroregin.net/heho/problem.jpg ), but while I want to store rendered image on RenderTarget2D and I use:
Engine.dev.SetRenderTarget(0, myRenderTarget)
and then after rendering:
Engine.dev.Resolv
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- XBox 360 shader profile
by AndyL
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- What are the best profiles to pre-compile shaders for on the XBox I was expecting something like xvs_3_0 and xps_3_0, but only seem to be able to use ps_3_0 and vs_3_0. Is this the best we can use
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- The Unofficial "Hooray I'm Done With my DBP Game" Thread
by Bill Reiss
- 14 Replies
- Last post
by Handkor
- When you get done with you game and sumbit it, crow about it here.
A little over 24 hours left until the deadline and I'm so amazed I'm done, so much better than college
Thanks to ZMan for his help, good luck all. I'll post the source code for my submission once the deadline hits.
Bill
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- Saving model to .x file
by riemerg
- 10 Replies
- Last post
by r2d2-proton
- Because XNA doesn't yet support mesh saving functionality, I'm using MDX to save a model to a .x file. This is the code I'm using:
meshTerrain = new Mesh((WIDTH - 1) * (HEIGHT - 1) * 2, WIDTH * HEIGHT, MeshFlags.Managed, CustomVertex.PositionTextured.Format, device);
 
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- Texturing subsets
by r3n
- 2 Replies
- Last post
by r3n
- Is it possible to render a texture to a specific mesh, or part of a mesh Would these parts of meshes be called subsets I keep reading about subsets, but not really sure how to know which is which etc. Do subsets need to be created with the model, or are they defined at runtime
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- How to set a texture on a model from a composite texture sheet?
by errolian
- 4 Replies
- Last post
by zxdgsadf
- Hi. Still working on my 3D playing cards class. I know how to set the textures of the front and back of the card independently now, but I don't know how I can use a single texture sheet (comprising of 52 fronts of cards and a few back face images) in this process. The BasicEffect takes a Texture2D format for the texture, and of course setting it to a single texture image is fine. But how to set th
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- Game AI
by Nithin.S
- 4 Replies
- Last post
by Inaki Ayucar
- Hi,
i am currently working on a simple first person shooter game and this is the first time i am at it. I am actually working on the AI part where the enemies must find the correct player and attack, I have seen some shortest path algorithms like A* and it's variants
I want to know in which manner or format the MAP must be stored and conveyed to the CPU players so it is efficient.I want to k
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- Are they updating DirectX.UtilityToolkit to xna?
by Steve B
- 2 Replies
- Last post
by Jim Perry
- This is a really nice way to do dialog type windows in directx. It would be really nice if this was converted to xna. Is it at least being worked on for a future release
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- Textures on my TV look horrible...
by bboylen
- 5 Replies
- Last post
by Gunston
- Is there anything that I can do to the textures look better on my TV when the game is running via my Xbox They look fine on my PC, but the contrast or something is off when they are on the 360.
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- System.Data
by Lynx L. Blade
- 4 Replies
- Last post
by Lynx L. Blade
- Why is it that when I put System.Data in my using statements I get this error The type or namespace name 'Data' does not exist in the namespace 'System' I'm new to C# so I'm probably forgetting something awfully simple. Either way it is beyond me how to get this to work. All I want to do is connect to a Sql database for my window's game that I'm building in XNA and I can't seem to find similar t
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- Xbox 360 Headset
by Decoye
- 5 Replies
- Last post
by David Weller - MSFT
- Hello, i want to know if and when how, i can use the Head set for the Xbox 360 game i am developing. Any help would be greatly appriciated.
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- SpriteBatch drawing speed
by Deldy
- 3 Replies
- Last post
by Kurt Jaegers
- Hi all,
Im having a bit of a problem with speed when i draw my sprites. I have about 500 sprites, and when this goes on the XBOX the thing starts to slow down. Im having pixel collition detection, and that can properbly be the limiting factor. But can it really be true that a max of 8 collition detections per frame, for sprites no larger than 100x100 can make the XBOX sweat (Im doing box detect