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  • Re: spriteBatch.Begin, semi-transparent models, and RenderStates, oh my!

    Craig, Thanks so very much for your help. Everything is rendering properly now thanks to your response to my other thread (http://forums.xna.com/forums/t/32134.aspx) - a link to Shawn Hargreaves blog. I had found some forums posts by Shawn about this topic, but his blog post had the last two pieces of the ...
    Posted to General (Forum) by madgamer on 31/05/2009
  • Re: spriteBatch.Begin, semi-transparent models, and RenderStates, oh my!

    Sure, no problem:         public override void Draw(GameTime gameTime)          {              ...
    Posted to General (Forum) by madgamer on 30/05/2009
  • spriteBatch.Begin, semi-transparent models, and RenderStates, oh my!

    Hey all. Like many people starting out, I'm at the part where you add the GameStateManagement code to your existing project and suddenly your models are all drawn semi-transparent, or translucent. I found the posts/articles by Shawn Hargreaves and others about changing the RenderStates. What I did first was to go through the ...
    Posted to General (Forum) by madgamer on 30/05/2009
  • Re: GameStateManagement and DrawableGameComponents

    omg. I am so ridiculous. I forgot that the model I was using was actually quite tiny, and I had to scale it up a LOT. So it was drawing all the time... doh! Now, the problem remains that the model isn't drawing "properly" It's like see-through... very weird. It is drawing, I can see the outlines of it. The model worked fine when ...
  • Re: GameStateManagement and DrawableGameComponents

    Hey guys, So far, no luck. I set the DrawOrder of my objects all the way up to 10000 during the testing. I am creating the instances of my DrawableGameComponents from within the GameScreen LoadContent() method. I have absolutely nothing in the Draw() method of GameplayScreen. I was wondering if the problem is with the ...
  • Re: GameStateManagement and DrawableGameComponents

    I say it looks like the screen is in the way because the default GamePlayScreen (for the NetworkStateManagementExample) shows the number of connected users. Eventually I removed all code from the GamePlayScreen's Draw method, and was left with just an empty screen. It just doesn't seem as though anything is being drawn. I created my ...
  • GameStateManagement and DrawableGameComponents

    Hey all, I've been messing around for a few weeks now, and I created a simple little game by creating my objects as extensions of the DrawableGameComponent class. Now it's time to add the menu system, and I've been playing around with the GameStateManagement sample, and I understand it for the most part, but what I can't ...
  • Re: NetworkStateManagement

    Thanks for the Quick Reply Square Vector. I've been doing more reading since the post and found out that you can't even use Games For Windows Live with an official developer license. That seems like such a strange limitation to me - although that's been talked about at length. It's quite a shame that the two don't work ...
    Posted to Networking (Forum) by madgamer on 26/05/2009
  • NetworkStateManagement

    It serves me right for not reading through the EULA. I've been learning XNA for a bit now, and been really pleased with it overall. It's come time for me to start incorporating multiplayer online play in my simple demo game - and then I find out that I can not use the LIVE service for PC/PC gameplay without buying a separate ...
    Posted to Networking (Forum) by madgamer on 26/05/2009
  • ShatterEffect question

    Hey all, I searched the forum and saw one other thread about this from 2007 that didn't have a resolution. I'm trying to mess with the ShatterEffect demo, but I can't seem to get the model to move properly. Everything else seems to be setup correctly, I'm using the ShatterProcessor - and the model does "shatter" when ...
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