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According to the docs, Guide.IsTrialMode always returnes true when the game starts. Once a license is detected, if any, it will change to false. Is it possible that you're displaying your message box before the value has ...
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What you'll need to do is find in the code where those various values are kept. There should be a variable with a name like "score", and "livesLeft" or something similar. When the game starts these are automatically initialized to 0, so there may not be specific initialization code, or there may be something like score = ...
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I think it's important to see progress, even if it's in little steps. Start with one thing and get it working - even if it's with cubes or spheres or whatever. Get something playable as quickly as possible, even if it's ugly - "quick wins" as we say at work. It keeps motivation high. It also lets you know quickly if ...
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... because getting hit over the head with a virtual keyboard isn't nearly as bad as the ergonomic kind.
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Try this thread which discusses using the Guide keyboard...
http://forums.xna.com/forums/p/18272/95294.aspx#95294
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There are a number of input related examples on this site...
http://creators.xna.com/en-US/education/catalog/?contenttype=0&devarea=7&sort=1
I found them by using the Education link at the top, and selecting "education catalog".
There are tons of useful samples and tutorials and such that will help you get started.
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Loop through the list backwards...
for (int i = objects.Count - 1; i >= 0; i--)
if (objects[i].MeetsRemovalConditions)
objects.Delete(i);
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As far as I recall I've never had SimulateTrialMode stop after 8 minutes. I always test the 8 minute limit by launching as Trial Mode from the dashboard.
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What others have said about reserving game component usage for major subsystems is a very practical approach. At the same time, I've found that manual control of the updating and drawing order is almost a requirement when you get into anything complex.