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- Issues with a Loading Bar
by Arkcann
- 7 Replies
- Last post
by Arkcann
- Well, earlier today I realized my mario-clone was taking a while to load mainly due to the audio files and partly due to the many sprites being loaded. It wasn't a real problem, but it seemed rather unproffesional to have the computer pause for a while without any feedback for the user to confirm that anything was happening. Initially I used System.Console.WriteLine("Loading Something..."
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- Unprojecting screen coordinates
by Simon bob
- 3 Replies
- Last post
by Quantumdude
- Hi. I'm trying to do picking on a terrain. I have found the depth value of the mouse coordinate, and try to use Viewport.Unproject with the mouse coordinate and depth value as my vector. This gives me values that are very close to the eye-point no matter where I click. I solved the issue by finding the intersection points with the near and far plane, and then innterpolating between them with the f
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- Point Sprites on XBOX 360 causes crash
by Adam Hines
- 8 Replies
- Last post
by 71M
- I have an application that draws a large number of point sprites on the screen using DrawUserPrimatives using additive blending. This works fine on the windows version, with around 4 million point sprites being rendered. On the XBOX, when there are greater than around 20,000 sprites nothing draws and then the program exits with code 0 and no error messages. Any insight into what I'm doing wrong -
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- Getting codeplex to work with C# Express
by Chryso
- 6 Replies
- Last post
by Glenn Wilson
- Hello, So, I have VS 2005 with the Team Project used with codeplex.com However VS2005 can not load Windows Game Application So Anyone got an idea on how to use codeplex with XNA and C# Express Regards, Chryso
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- Exception throw by GraphicsAdaptor???
by tripix
- 10 Replies
- Last post
by Tomas Jecha
- Hi,
I am getting a weird exception throw from 4 PCs that have the XNA 1.0 redist installed. I have a development PC that is executing the game perfectly, but the other 4 PCs (Windows 2003, Vista and XP SP2 based) throw this exception:
The type initializer for 'Microsoft.Xna.Framework.Graphics.GraphicsAdapter' threw an exception.
Is anybody else having this problem
The project I am dist
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- problem with directx viewer
by daimaku
- 3 Replies
- Last post
by windozer_
- i have downloaded and installed the directx 10 sdk febrary 2007, but now my models in the directx viewer are send me this error:
SAS: error X3539: ps_1_x is not supported in this version of the compiler memory(114,32): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed
SAS: Could not load effect 'Resource:#103' Failed to load d
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- 2d resets with nuclex fonts?
by sugrhigh
- 9 Replies
- Last post
by sugrhigh
- I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround
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- how to delete the threats?
by lifeamit
- 10 Replies
- Last post
by Shawn Hargreaves - MSFT
- please tell me that how to delete my threads (formerly threats)
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- Terrain?
by svxtc
- 7 Replies
- Last post
by Fluxtah
- Anyone know a good way to make dynamic terrain and quickly at that I can read a black and white image file and read the grayscale and calculate a heightmap but it doesn't seem efficient to me or easily changable (if thats a word). :)
Any help is always appreciated.
Thanks!
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- Creators Club???
by Jon Davis
- 3 Replies
- Last post
by John Deurbrouck
- How do I join the Creators Club I don't see it anywhere in XBox Live Marketplace. Don't you have to have this subscription to *test* XNA games on the XBox 360 And if so, how then are people already exchanging their work
I could not find the Club from the All Game Downloads as described in Step 2 here:
http://msdn2.microsoft.com/en-us/library/bb197292.aspx
Jon
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- Mesh Alpha chennal problem?
by brian_tsim
- 14 Replies
- Last post
by Inaki Ayucar
- Hi All,
I tried to draw few meshs in game. But i has some textures problem. The problem is a meshs collistion another mesh, textures alpha chennal has some problem. Below is capture screen. Who can tell me why How to fix this problem
http://hk.geocities.com/brian_tsim/error.PNG
Best regards,
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- XNA doomed?
by CacheFriendly
- 14 Replies
- Last post
by CacheFriendly
- XNA may be the greatest thing since sliced bread, but I don't see it getting a lot of support until you make a simple web page that explains what features the XNA framework supports and why I would want to use it. I'm not going to download the thing just to figure out what it is.
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- Xbox360 Controlls
by Soapo
- 4 Replies
- Last post
by Nick Gravelyn
- Works Fine
if (gamepad1.Buttons.A == ButtonState.Pressed)
{
//Action / Roll
GamePad.SetVibration(PlayerIndex.One, 1, 1);
}
Why Dose this not work. I don¡¯t care how hard it is being pressed I jest what to know if it is being pressed.
if (gamepad1.Triggers.Right == ButtonState.Pressed)
{
//Sword
GamePad.SetVibration(PlayerIndex.One, 1,
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- Install XNA on VS2005 Std?
by shwasasin
- 5 Replies
- Last post
by Bizzeh
- Hey All, I've just downloaded XNA 1.0 and tried to install when I found that it won't because I don't have Visual C# Express. I've been running Visual Studio 2005 Standard on my laptop since last February and I'm wondering if there's any way to make it work I think it's sort of silly install C# Exp when I've got Std so any help would be much appreciated. Thanks!
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- Special Controller For 360
by IWanna Be The Greatest Gamemak
- 5 Replies
- Last post
by The ZMan
- Say I wanted To make a special controller for 360,like a steering or Ect could I get it to work with my game
Could I code what I want the special controller to do using XNA
Please Reply Fast this is Important!!!!
Thank you!!!!!!!!!!!!!!!!!!
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- Looking for help/advice with multiple game 'screens'
by Ecrofirt
- 3 Replies
- Last post
by AlfonsAberg
- Hi all, I'm fairly certain that I saw a link or post here within the past month where someone described a way to set up multiple game screens (menu screen, actual gameplay screen, pause screen, etc) via a stack of some sort. I've been searching the forum trying to find the elusive topic, but I'm having no luck. I'm trying to decide how exactly I should go about setting up my game so that it can ea
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- low fps
by NeTBaPb
- 14 Replies
- Last post
by Fluxtah
- i'm confused about fps in my programme.
i draw 200 textured triangles in 640x480 window but get only approximately 160 fps.
it's strange but when i zoom out from triangles fps growth momentally, but when i close...
PreferMultiSampling = false ;
SynchronizeWithVerticalRetrace = false ;
RenderState.DepthBufferWriteEnable = false ; (i need it coz, ill render triangles with transp
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- Can't deploy to Xbox 360 from GSE
by Gunston
- 14 Replies
- Last post
by Gunston
- All
Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died.
I can't push code to my Xbox 360 from GSE. This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP.
I've regenerated, accepted and reconfigu
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- Normal Map colour directions.
by Kylawl
- 4 Replies
- Last post
by needforhint
- Hey, I've been tyring to track down a couple problems I've been having with rendering normal maps. First of all, I have these shaders that I have programmed previously that take a tangent space normal map and function 100% correctly. If I move those shaders and normal maps onto an object in Game Studio I find a number of issues. The normals in the normals map seem to receive the light from the
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- Mesh... Z-Order?
by Dockery
- 2 Replies
- Last post
by Dockery
- I am making an FPS. In the FPS, your gun is visible to you (in first person) as it would be in CS. The problem I am having is that other objects will show over this mesh if they are close enough.
Is this because I have a bad projection/view/fov set up, or is there some way I can make sure this one model stays on top of all of the other models no matter what.
I'm not really sure how t
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- Basic DirectX managed code samples for VC++ 2005 Express programmers
by Sanje2v
- 0 Replies
- Last post
by Sanje2v
- It is now just a week or so, that I had painstakingly downloaded the DirectX SDK for February 2007. I happily installed it hoping that it would atleast have some (if not all) managed (.NET Framework using code) code samples for Visual C++ 2005 Express Edition. The SDK had samples for C++ but using APIs and the rest of the samples in managed code but in C#. I have always viewed API prog
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- Game Distribution
by Alex Barrett
- 13 Replies
- Last post
by Mitch Walker - MSFT
- I am trying to get a very simple 2D XNA game to run on other peoples machines; but when I send them the relevant files, they all complain of getting some form of error report. They all claim to have the requirements (XNA Framework, latest DirectX and .NET Framework 2.0) installed, but it seems something, somewhere isn't doing its job. One of the people in question only has a Radeon 7000, so it is
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- Multi threading in a game (using XNA)
by Chryso
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that
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- Cannot Display Graphics
by Pigyman
- 8 Replies
- Last post
by Cygon4
- When I tried the tutorial for 3D graphics, but whenever I run it, it tells me that "Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed." Can anyone tell me what's going wrong
Also, with the 2D graphics tutorial, when I run the program it tells me that the following method is "Invalid:"
spritebat
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- DirectDraw Deprication
by robinjam
- 13 Replies
- Last post
by redshock
- What exactly do Microsoft mean by depricating DirectDraw Do they mean DirectDraw will be completely removed in the next DirectX release If so, what are the alternatives