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Thanks. That worked easily. I wanted to do something similar to this months ago. But the steps I took were to long and tedious. This was simple and easy. Thank you. =)
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LordKtulu: FiNaL Mirage: tonyxna:Do you also have a way to save the game where you left off, instead of relying on the "Level Jump". That'd be good for my game. :)
EDIT: I tried implementing what I wrote and it didn't work at all (oops :P) so I went in to a little more depth on how to save/load the player's position.
Saving/Loading the players position
Heymirage that would be sweet as heck if youcould post your progress. i kinda actually gave up altogether i just lost interest in it, but hopefully with a little bumping thanks to you, i can get back to work on it. :)
I used your level editor as a starting point for mine, I'll make a video and show some features of it. :D
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I've been working on a level editor to make things a little easier
for our level designer. (Hopefully he enjoys is better then editing the
text files) To see it in action you can go HERE.
P.S. I'm not releasing it with the game, just a little tool to make things a little easier/faster for the level designer.
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Hey. I think I might have found a problem with the Level Loading method. It only loads the position for the first level. If I were to go to the second level and save it there, then quit the game, then reload the game, I would end of being on the first level from the position I saved on the second level.
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FiNaL Mirage:I've been working on a level editor to make things a little easier
for our level designer. (Hopefully he enjoys is better then editing the
text files) To see it in action you can go HERE.
P.S. I'm not releasing it with the game, just a little tool to make things a little easier/faster for the level designer.
The editor looks real nice. :)
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tonyxna:Hey. I think I might have found a problem with the Level Loading method. It only loads the position for the first level. If I were to go to the second level and save it there, then quit the game, then reload the game, I would end of being on the first level from the position I saved on the second level.
You could save a variable that has the current level, and load the position based on the current level.
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Can someone explain exactly how to make the game run in high resolutions? Setting the highresolution bool to true doesn't seem to do anything - the game still displays in zune resolutions. I tried deleting all of the references to zune but that just totally screwed up the entire game...
I know the question has been asked before, but I just started this yesterday so I'd really appreciate some clarification.
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I just replaced every instance of 240 to 640 and every instance of 320 to 480 and yet the game still runs in zune resolutions.
What do you mean by port the folder?
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Did you make the change in the Game1 class or in the platformer class? I do not recall how his code is setup, but it should be getting the screen resolution from the GSMs game class.
I am working on a full tutorial on how to combine the stock GSM and the platformer starter kit (with it getting the controlling player on the xbox as well), I have part of it done so I hope to post it next week on my site.
Save a virtual world, give a playtest! XBL/Twitter ="Talryyn" TalryynGames
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I made changes everywhere. I still don't know what I'm doing so I just experiment > debug > see what happens.
I noticed that in game properties.txt you can change the aspect ratio. Giving a value of 1 to 'highres' makes it zune-like, while every other value makes it look normal but glitched up. The graphics are very small and half of the screen is blue.
GSM = Game State Manager? Would GSM's game class be PlatformerGame.cs?
Thanks for the reply.
I'll mess around with it some more to see what I can come up with but I'm not liking the results so far.
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I thought you would have to press "s" during the gameplay to activate the high resolution content.
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FiNaL Mirage: tonyxna:Hey. I think I might have found a problem with the Level Loading method. It only loads the position for the first level. If I were to go to the second level and save it there, then quit the game, then reload the game, I would end of being on the first level from the position I saved on the second level.
You could save a variable that has the current level, and load the position based on the current level.
How do we do that?
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tonyxna:I thought you would have to press "s" during the gameplay to activate the high resolution content.
I don't think s does anything... except move down the ladder. But even if there was a button to press, I don't want the player to have to press a button to make it work properly. Also, the size of the sprites are fine. It's the window that is too small. What I'm seeing are giant sprites on a zune sized window or screen.
Someone must have gotten this to work properly, right? We're not all developing only for Zunes, are we? If someone knows a solution, please post here. The OP said it had something to do with porting the folder back in and I don't know what that means...
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For:
"bool menuInit = false;" at the top of PlatformerGame.cs in the fields section, replace false with true.
Then the screen may just show the logo and nothing else. Press "s" and they should take you to a point where the code shows how to switch from HighResolution to LowResolution.
I hope this helps. If it doesn't, I'm sorry it didn't.
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I did that, and you're right, I just see the logo and nothing else. But pressing "s" still doesn't do anything. Am I supposed to be pressing it on the game window?
I appreciate the help but I'm still as confused as ever.
EDIT: nvm, problem solved
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brick bomb:I did that, and you're right, I just see the logo and nothing else. But pressing "s" still doesn't do anything. Am I supposed to be pressing it on the game window?
EDIT: nvm, problem solved
Cool. Glad to have helped. At least, I hope it's what you were looking for. :)
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Hey I was wondering how to change the graphics size without having to go and change the graphics themselves. I tried to change it with the backbuffer width and backbuffer height, but I did not get any good results. Just a bunch of leftover blue screen.
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tonyxna:Hey I was wondering how to change the graphics size without having to go and change the graphics themselves. I tried to change it with the backbuffer width and backbuffer height, but I did not get any good results. Just a bunch of leftover blue screen.
Are you talking about scaling the textures themselves? Or changing the size of the background?
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Thanks. How do I incorporate it into the code?
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tonyxna:Thanks. How do I incorporate it into the code?
In your Draw method when your drawing your textures you need to use a spritebatch.Draw call that supports scaling. One of the simpler calls may look like this: | //You're passing in the texture, where to draw it (position), and a color overlay. | | spriteBatch.Draw(texture, new Vector2(10,20), Color.White); | What you need is a call that supports scaling your textures. The one below uses a float for scale. | //Below will do the exact same as the previous but you have some extra parameters | | //to play with. The 7th parameter below (1.0f) represents the scale. 1.0f means | | //draw the texture at its original size. If you used 3.0f it would draw it 3 times | | //as big. | | spriteBatch.Draw(texture, new Vector2(10, 20), null, Color.White, 0.0f, origin, 1.0f, SpriteEffects.None, 0.0f); | If this doesn't make sense to you it's probably best to start somewhere else. The tutorials on this site go through some drawing calls, maybe you've just never seen the more complex ones yet.
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Thanks for helping, but I ended up finding a way to change the High Resolution Content to make it bigger. But I'll keep this for reference. Thank you. :)
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Hi I'm new to this forum I want to download this great expanded platformer game of yours. But the link isnt working? Do you have a new link or a website that I can download this kit from? Thanks for anything in return, If you can send me an email to tahaashararah@hotmail.com for a link than that would be great :)
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Never Mind my Internet wasent ReDirecting I just had to refresh :)
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