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Robot Game is now available for download! (Updated 6/27)

Last post 17/11/2009 05:15 by Dragonkiller. 117 replies.
  • 28/08/2008 16:16 In reply to

    Re: SKINNING WORKS!!!

    Hi, are you using the SkinnedModelProcessor.cs to process your custom skinned model and if so what have you changed to make it work? When i try and load a model in I get an error

    "Input file does not contain any animations."

     

    *Edit* Sorry i was using the wrong model, my mistake, it all works fine now

  • 25/09/2008 20:52 In reply to

    Re: A New Mini-Game is Coming... (updated 6/23 with more screenshots)

    Thats dumb... I tryed downloading it from the 3d section or might be 2d donnt knoe, well anyways, i tryed to, but i need to amke an Xbox 360 live accouht? is it only for XBox360? i want it for PC!!
  • 25/09/2008 20:54 In reply to

    Re: A New Mini-Game is Coming... (updated 6/23 with more screenshots)

    The robot game works on both PC and Xbox 360, but it's only for Premium Creator's Club subscribers. So if you really want the sample, you'll have to either purchase the 4-month or 12-month Creator's Club subscriptions.
  • 25/09/2008 20:54 In reply to

    Re: A New Mini-Game is Coming... (updated 6/23 with more screenshots)

    Robot game is for premium members only. See http://forums.xna.com/forums/t/12661.aspx
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
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  • 11/10/2008 15:15 In reply to

    Re: A New Mini-Game is Coming.

    is any way to add more levels to the Robot Mini Game
  • 16/12/2008 22:09 In reply to

    Re: A New Mini-Game is Coming.

    we can use skinned models on the robot game or is another  way to attach the bones to the character
  • 07/01/2009 21:53 In reply to

    Re: A New Mini-Game is Coming.

    Yo,

    Has anyone attempted to port this from XNA FW 2.0 to XNA FW 3.0?

    The .csproj files wouldn't open from the RobotGameWindows.sln file, (Using VS 2008) so I had to manually convert those, and build a new solution with those converted files.  Upon compile all build fine, except RobotGameWindows, at the end of the build stage, which produces the following error(s):

    Project RobotGameWindows
    Error 1 
    Assembly 'RobotGameData, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' uses 'Microsoft.Xna.Framework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' which has a higher version than referenced assembly 'Microsoft.Xna.Framework, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' ..\snip..\XNA\RobotGame\RobotGame\RobotGameData\bin\x86\Debug\RobotGameData.dll RobotGameWindows

    Project RobotGameWindows
    Warning 2 
    Found conflicts between different versions of the same dependent assembly. RobotGameWindows

    Any Idears?

    Thanks,

    -Sam

  • 07/01/2009 22:22 In reply to

    Re: A New Mini-Game is Coming.

    Nevermind... I just re-ran the conversion utility in VS 2008, and everything is just peachy. :)
  • 24/01/2009 14:46 In reply to

    Re: SKINNING WORKS!!!

    hello there i already  made a new model for the robot game and works but i got the same error 27 you can tell me how to fix that
    pixelminerXNA
    thanks

  • 05/03/2009 16:59 In reply to

    Re: Robot Game is now available for download! (Updated 6/27)

    Has anyone succeeded in re-exporting any of the fbx files from 3d studio, if so could you please let me know how you did this, when i tried the exported file size was half the size and the game wouldnt build.

    Im using 3d studio max 9
    FBX Exporter FBX200608 - this is bundeled with max.

    Cheers
    Mike
  • 24/04/2009 04:42 In reply to

    Re: Robot Game is now available for download! (Updated 6/27)

    that i no body can help me to able to change the model on the game robot template i am been try for 3 months and i am still have the problem to add the normal channel on the fbx model can somebody on the Xna Club can help me with that please
  • 17/07/2009 06:25 In reply to

    Re: Robot Game is now available for download! (Updated 6/27)

    What kind of format is *.animation? It's an xml file, but what exports in this format?
  • 26/07/2009 10:18 In reply to

    Question about collision detection code

    Hi, I've a quick question about the code of this sample (I'll pay the $100 to get it if it is useful - but don't want to do that yet if the code will not be of use).
    I'm developing a game where the character (3rd person cam) walks on a terrain made up of a generic mesh. I have the collision detection and movement almost working but it is a bit jittery when walking up and down slopes. I was wondering what the collision detection is like in this minigame - does it deal with walking on a mesh based terrain (not a hightmapped one because I have tunnels and bridges)? If it is just walking on a plane with some bounding box collisions then it is not interesting - if it walks on a mesh though, it could be worth $100 to compare notes.

    Thanks,

    Ian
  • 15/11/2009 22:50 In reply to

    Adding more mechs to the first stage

    Hi all,

    I recently created a modification to Robot Game in order to add a new class of mech to the game.  The purpose of this was to add mechs that would assist the player, sort of like a sports video game where a player doesn't control every team member on his team, but they assist him using AI.

    I added the .spec file and XML enries to the FirstStage.Level file, plus the necessary code in the GameLevel class to read these files and load the Mech into the correct position.  I also created the corresponding class files in the RobotGame/Unit directory.

    However, when I play the game, the mech I added doesn't show on the first stage.

    What other modifications do I need to make to just get the mech to appear?  When I created the corresponding Unit classes, they inherited from the GameUnit class, so I thought that would be sufficient, since I'm reusing their 3D models.

    Thanks,
    Derrick
  • 15/11/2009 23:05 In reply to

    Re: Question about collision detection code

    Ian Brown:
    does it deal with walking on a mesh based terrain


    No; the RobotGame has totally flat levels. One of the many smart, simplifying decisions made in its implementation.
    Jon Watte, Direct3D MVP
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  • 16/11/2009 04:26 In reply to

    Re: Question about collision detection code

    are you able to change the models on the game
  • 16/11/2009 21:03 In reply to

    Re: Question about collision detection code

    I'm not trying to change the models in the game...I'm reusing existing ones.

    Currently the first stage allows 2 classes of units: the player's unit (which is a mech) and the enemy units (which can be mechs, tanks, etc).

    I'm trying to add a 3rd class, the allied unit, which will be a mech but instead of fighting with the player, will assist the player instead.

    I added the XML entries into FirstLevel.spec, as well as a spec XML file for the allied mech, and added the proper serialization classes to GameLevel.cs to load the mech and add it to the GameSceneNode collection.  The Draw command for my allied mech is called, but it doesn't appear on screen.
  • 17/11/2009 05:15 In reply to

    Re: Question about collision detection code

    but is any way to replace the models on the game  i been trying for a while do you know someone was able to do it?
     
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