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Aw, I had written a complete reply to this post then forgot to click send and closed the browser, then forgot about the thread till I saw your new blog post a second ago; sorry for the late reply.
I'm drawing directly on the backbuffer, and I don't plan to use mips to a very small level, a single 50% of the source image is enough for ...
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[quote user="Shawn Hargreaves"]I don't really understand the details of what you are doing here, so I'm afraid I don't have anything specific to suggest.
In general, it is certainly possible to do image composition and scaling and have the filtering come out looking good. But you generally have to understand how ...
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Here's how the multi-sprites "composite" animation look at 1:1 zoom:
I would like to keep this HD quality but ideally have the cam at 1:2 zoom, because using sprites at 50% of that size will not look good once pasted on top of each other (the shirt color will bleed on the skin) :-/
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[quote user="Shawn Hargreaves"]For textures that do not have mipmaps, you never need more than a single pixel border around each sprite.
If your textures do have mipmaps, things get much more complicated and it's impossible to make it work 100% perfectly. As a rule, I do not recommend using sprite sheets alongside ...
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[quote user="AnglerGames"]this is a very valid point. but im no coder, i studied at uni for 3 years doing it and i dnt enjoy it, my mam always said if you dnt enjoy it dnt do it at all, i would rather out source the code then do it myself lol. But i do understand the theory and princilples of OOP so as an aspiring games designer i think ...
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As a free alternative to TorqueX, I would recommend IceCream, a 2D XNA game engine+authoring that Conkerjo and I are working on. Make sure to check the feature list. The beta is available on our IRC channel :)
http://www.icecream-xna.net
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[quote user="Marc D"]I just downloaded the PixelIce editor from the link in this thread, but sadly it wont jun on my machine. Im running vista. as soon as i launch it the app crashes with those infamous unknown errors that windows love to give.
has anyone tried this in vista?[/quote]
You're probably missing the XNA 2.0 runtime ...
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It is not very clear, no :)
So I'll just point out two obvious points:
Make sure that your original SpriteFont is white if you want XNA's DrawString to color it correctly to the exact Color you've passed in parameter. Any slight gray will change the result.
in the example of Lerp that you provide, the amount of Lerp is ...
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I had the same issue with Little Gamers. IIRC my .ccgame was only 16MB, and I think that the current version on CC is around 50MB.
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[quote user="bluetown"]I'm trying to slow down and speed up sounds in my game in real time while the game is running. It looks like this can't be done in XACT within the XNA framework[/quote] It is possible, but what you are looking for is the pitch, not "speed".
Check this thread