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  • Re: Should I use farseer?

    I agree with Camp ELM.  Farseer might be overkill.If you want a ready-made collision system just try using the one in the NetRumble starter kit.  It will easily handle projectiles and the planes shown in the video.
    Posted to Game Design (Forum) by Dan A on 1/10/2008
  • Re: Content Pipeline Xml Reading

    Bah! I completely forgot about the interface in regards to serialization.  Unfortunately my entire system is very interface dependant... I wouldnt be able to do a lot of the things I'm doing without adding enormous amounts of code.I suppose if I was in the mindset of regular old Xml serialization than I would have known what to do.  I ...
    Posted to XNA Framework Content Pipeline (Forum) by Dan A on 1/9/2008
  • Re: Content Pipeline Xml Reading

    I'm confused. This code is the same as in Nick's article and doesn't answer what I was asking.If the Sprite class also had a property like:private List<SomeUserType> myList = new List<SomeUserType>();public List<SomeUserType> MyList{   get { return myList; }}Then we'd be heading in the right direction.
    Posted to XNA Framework Content Pipeline (Forum) by Dan A on 1/9/2008
  • Re: XML in XNA 2.0 - Help

    I was refactoring my levels and ran across the exact same issue.  I took the prescribed steps of creating a library and placing my level type in it (which really sorta sucked because I eventually had to move every single class with the exception of my menu system to the library just to support this one single action).After about 15 minutes of ...
    Posted to General (Forum) by Dan A on 1/9/2008
  • Re: Content Pipeline Xml Reading

    After some more reading in the XNA Game Studio 2.0 documentation I can see what I want to do can certainly be done. I still can't quite find an example of the code though.In the docs Programming Guide | Sprite Font XML Schema Reference shows how the XML for the SpriteFont includes <CharacterRegions> element which consists of 0 or more ...
    Posted to XNA Framework Content Pipeline (Forum) by Dan A on 1/9/2008
  • Content Pipeline Xml Reading

    Based on Nick's informative article over at Ziggy's I have started revamping my level loading system in my game.  I've run into a bit of a hassle though and I'm hoping there is a workaround.Here is a sampling of my Level class:public class Level{ private string name; public string Name { get { return name; } set { ...
    Posted to XNA Framework Content Pipeline (Forum) by Dan A on 1/9/2008
  • Re: Content Pipeline or... something else for my games levels

    Thanks for the input folks.Nick, your article was exactly what I was looking for.  I'm a little disappointed that google didn't come up with your article the first few times I was trying to find something like this.  I ended up reviewing some of the XNA 2.0 Documentation and that's what scared me off the first time.  Looks pretty ...
    Posted to General (Forum) by Dan A on 1/9/2008
  • Content Pipeline or... something else for my games levels

    My game's levels are derived from XML files. The tell the engine where to place certain objects, etc.Currently the level files are in a folder.  There is one XML file for each level.  My LevelManager class reads all the valid XML files in the folder when the game loads and creates the objects in game based on this.I need to find another ...
    Posted to General (Forum) by Dan A on 1/9/2008
  • Re: Setting a vector for some particles

    I'm not really sure.  The reason for the streaming particles is to alert the player there is a gravity well at that location.  The influence of the gravity well starts at the same location as the spawn point of the particles.  If I shifted the particles too much then it might give the player the wrong impression.I'll probably leave ...
    Posted to Game Algorithms (Forum) by Dan A on 1/9/2008
  • Re: Setting a vector for some particles

    Took me a while to make these, lol. The original files from Fraps were over 40meg. The first compression tools I tried didnt work well on a 64-bit OS.Anyway, here are my before and after shots. The first video shows what I described above.  The particles gained too much momentum during the drop to the center that they were flung back out.The ...
    Posted to Game Algorithms (Forum) by Dan A on 1/9/2008
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