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  • Re: How to replicate spritebatch "tint" functionality for 3D models?

    Thanks for the responses, guys! I've tried both EmissiveColor and AmbientLightColor, but neither provides the desired effect. AmbientLightColor washes out the models too much and EmissiveColor just turns the whole model the color I want to tint it.
    Posted to General (Forum) by Funkmasonry Industries on 23/10/2009
  • How to replicate spritebatch "tint" functionality for 3D models?

    Hey guys, I know next to nothing about 3D graphics and have been trying to replicate the "tint" functionality of spriteBatch.draw, but for 3D models. Basically, I have models whose diffuse colors are in grayscale, and basically want to dynamically saturate the models while retaining their initial brightness values. I checked out the ...
    Posted to General (Forum) by Funkmasonry Industries on 23/10/2009
  • Re: Does failing peer review affect your rateing?

    It is a bit frustrating for me to lose reputation for failing peer review. Groov's been up on the Marketplace for around 9 months, sold thousands of copies, and I've never received a report of a single crash. I resubmitted it for peer review recently to update the trailer and boxart, something I think should be able to be done without peer ...
    Posted to General (Forum) by Funkmasonry Industries on 09/10/2009
  • Upside-down model after adding bloom sample component

    One of my models is turning upside down when I add the sample bloom component to my game. I have a bunch of different models on the screen, and only the one in the center of the screen is affected (ie. the player controlled model). When the bloom is not added to the game, everything proceeds as normal. Anyone have any ideas or suggestions about ...
    Posted to General (Forum) by Funkmasonry Industries on 24/09/2009
  • Upside down model when adding bloom component

    One of my models is turning upside down when I add the sample bloom component to my game. I have a bunch of different models on the screen, and only the one in the center of the screen is affected (ie. the player controlled model). When the bloom is not added to the game, everything proceeds as normal. Anyone have any ideas or suggestions about ...
    Posted to Artist's Corner (Forum) by Funkmasonry Industries on 24/08/2009
  • Re: Let's share our press and interviews

    [quote user="CVO"]Good stuff man.  I am curious as to whether any of this was solicited in any way, or if it came about just from being released.   Like were these in response to your press releases, a mix of both, etc? [/quote] Initially when Groov came out I sent out some emails to various sites and made posts on a few message boards, ...
    Posted to General (Forum) by Funkmasonry Industries on 24/08/2009
  • Re: Let's share our press and interviews

    Groov got mentions on 3 episodes of Rebel FM, 3 episodes of Listen UP, was featured on an episode of 1UP Game Night, and got a great sidebar in the Edge magazine article on Community Games. I've been completely blown away by the critical reaction to the game, it's really been awesome. EDIT: Oh, and also last week's episode of Major ...
    Posted to General (Forum) by Funkmasonry Industries on 24/08/2009
  • Re: Why do Indie games get relatively few trial downloads?

    [quote user="Nick Gravelyn"][quote user="Funkmasonry Industries"][quote user="Jim Perry"]If more of the XBLIG games were as well done as Castle Crashers maybe they'd get more downloads.[/quote] Honestly, I doubt we'll ever see a game the same level of quality as Castle Crashers on XBLIG. Castle Crashers costs ...
    Posted to General (Forum) by Funkmasonry Industries on 12/08/2009
  • Re: Why do Indie games get relatively few trial downloads?

    [quote user="Jim Perry"]If more of the XBLIG games were as well done as Castle Crashers maybe they'd get more downloads.[/quote] Honestly, I doubt we'll ever see a game the same level of quality as Castle Crashers on XBLIG. Castle Crashers costs 1200 MS Points, three times the new maximum price for Indie games. There is very ...
    Posted to General (Forum) by Funkmasonry Industries on 12/08/2009
  • Re: Avatars in story modes?

    What I took that statement to mean was that the avatar must always be the player character, not an enemy or an NPC. Any involuntary reactions that would be normally appropriate for player characters, like idle animations, falling down, etc., would be fine, presuming that they don't violate any other rule.
    Posted to General (Forum) by Funkmasonry Industries on 13/06/2009
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