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You want:
TestingGrounds.PCGamePad.GetState(PlayerIndex.One).DPad.Up.Pressed
DPad.Up is a ButtonState and needs to be treated the same as the way you handle the other buttons above.
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The built in XNA networking only works over LIVE. If you are developing for the Xbox this is the only networking supported.
If you are developing for the PC you can't use the built-in networking, you have to use another method (System.Net, Lidgren, etc).
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No, if you want to use the XNA built-in networking on the PC for a PC-only game you can't, period.
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Texture2D.FromFile does strange things when creating from an existing stream, namely it creates a temp file, writes out the stream data to that file, and then loads from that file (as if you had called FromFile(path)), and deletes the file.
It sounds like you get to the stage where the temp if is written out, but in your case when it tries to ...
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Assuming you have the hierarchy
DrawableGameComponent > YourBaseClass > YourChildClass
the Draw method of your child class should be called. The obvious question is are you adding your child components to your Game.Components collection?
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I've also spent little to nothing on my project and devoted only my free time to it, which is why it isn't released yet. I don't have any intention of quitting my job or making this a full time endeavor - I'll continue to make games, though they might be a little more simple going forward.
There's definitely something to ...
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There are two nice examples on ziggware.com, but unfortunately ziggyware remains hacked at the moment and redirects you various places you likely don't want to go. You can try viewing the cached version of the pages.
http://www.ziggyware.com/readarticle.php?article_id=217
http://www.ziggyware.com/readarticle.php?article_id=230
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[quote user="MrSoundless"]you could also try this instead
coinCount = new CoinCollection((Content.Load<SpriteFont>("GameFont")), new Vector2(0,0), ref coin.SourceRect, ref player.SourceRect);
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Have you added a reference to your Content project for the assembly/project containing your ContentTypeWriter<Pose>?
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Every time your player or coin position changes, you need to update those positions in your HUD class instance. You can do this a number of ways:
1) Push the data from your game objects into your HUD. Add properties to your CoinCollection class to allow setting the player and coin rectangles. At the end of every update/frame set these values ...