XNA Creators Club Online
foros de la comunidad

Search Forums

Page 1 of 1 (7 items)
  • ContentTypeWriter

    I am working on a game that I would eventually like to run on both Windows and XBox360 (right now all dev/test/play is on Windows). I have written a custom ContentTypeWriter class when the project is built.  So far it is working great...no problems.  Right now, it resides in the same game library as my ContentTypeReader class. I noticed ...
    Posted to XNA Framework Content Pipeline (Forum) by sking500 on 26/06/2009
  • Re: Texture2D.Draw

    Yep...I've even written them down to verify everything is perfect.  The rectangle for the minimap is always the correct position and dimensions.  I have triple-checked the destination/minimap rectangle in SpriteBatch.Draw is the first rectangle in the parameter list and the rectangle (full dimensions) of the gameboard texture is the source ...
    Posted to XNA Framework (Forum) by sking500 on 23/06/2009
  • Re: Texture2D.Draw

    There must be something I'm doing wrong. My "minimap" actually draws three textures: A "border" background (Texture2D loaded from an image) The "minimap" (scaled down from the gameboard Texture2D) The "selector" rectangle (Texture2D) The "selector" is always ...
    Posted to XNA Framework (Forum) by sking500 on 22/06/2009
  • Re: Texture2D.Draw

    Your code sample is exactly what I'm trying, except in this case I'm not trying to tile, only stretch and I have not explicitly set the AddressU and AddressV to TextureAddressMode.Wrap.  Trying this did not seem to help. I should probably also mention I'm using Texture2D.LoadFromFile to load my textures instead of the ...
    Posted to XNA Framework (Forum) by sking500 on 22/06/2009
  • Texture2D.Draw

    I am working on a 2D board game and using a "mini map" for quick navigation.  I would like to use the same texture for the gameboard (x = 0, y = 0, size = 4100 x 3200) and the minimap (lower-right corner of screen, size = 200 x 200). According to the Texture2D.Draw documentation using the SpriteBatch.Draw(Texture2D, Rectangle, ...
    Posted to XNA Framework (Forum) by sking500 on 22/06/2009
  • Re: Suggestions How To Render Hexagon Grid

    I've done something similar in the past where each hex contained a unique texture.  I treated the hex "grid" as no different from a square/rectangular grid...the only difference is that every other row is offset one-half the "short" width (i.e. side-to-side width as opposed to corner-to-corner width) of the hex. I ...
    Posted to Game Algorithms (Forum) by sking500 on 09/06/2009
  • XNA without a game loop

    Is there any way to develop XNA games and disable the inherent game loop? I am working on a Windows-only 2D game that is "event" driven (like Windows).  The game will only need to re-draw and/or update when actual user interaction occurs (mostly key press and mouse click events).  I would only need to animate/move the sprites in the ...
    Posted to Game Design (Forum) by sking500 on 09/06/2009
Page 1 of 1 (7 items)