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Cygon is saying instead of this:
List<int[]> points = new List<int[]>();
points.Add(new int[]{0,0});
points.Remove(somePoint);
You should use this:
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[quote user="UberGeekGames"]Note that last time I checked Ziggyware was still hacked, so I'd be wary of going onto anything that links you there. (stupid, stupid hackers - leave poor ziggyware alone already!)[/quote]Last I checked, Ziggyware was fine. I just checked again, and Ziggyware is rerouting to a domain name squatting page ...
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Doesn't the ClickOnce publishing option take care of all that stuff for you?
Users are used to an installer downloading/installing extra bits needed for the application. I believe that the ClickOnce publish makes an installer that does that.
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Your screenshot looks like you're looking up from somewhere below your model. Is the camera position in the center of the model? Doing so would probably remove the curved appearance.
Another thing to consider is what view angle you've got set.
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[quote user="Kris Steele"]I hear many stories of long hours trying to make release dates. I have a young daughter and I want to be there for her, not stuck at work 60-80 hours a week for months at a time.[/quote]Crunch Time is different at different companies. And in fact, many software development companies have something similar, if ...
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[quote user="moltione"]I like the idea of a code snippet / class for awardments but in reality do you really need one or how easy would it really be to code for every type of game?[/quote]I suppose you could use events for unlocking awards, then the programmer would write in the logic for whether it should be awarded or not.
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[quote user="Teh1337Bix"] Matrix transform = Matrix.CreateRotationZ((float)Math.Atan2(endToBall.Y, ...
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http://en.wikipedia.org/wiki/Matrix_(mathematics)
The Matrix structure in XNA is a 4x4 matrix, which looks something like this:
P1x P1y P1z w1
P2x P2y P2z w2
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[quote user="ButcherBolzi"]It's quite simply. You just need to know difference of mouse position and you player position.
Vector2 d = mouseScreenPosition - manScreenPosition;
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Why is your textarea a sprite? Shouldn't it be text, in which case you would simply select which lines of text to render at what location? (To answer the question asked: look at the sourceRectangle parameter to SpriteBatch.Draw)