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  • Re: Final Six

    So are you saying we won't find out who the top ten are? Seems a little open to interpretation because the part that says: "In addition, four (4) of the ten (10) Contest Semi-Finalists will be selected as Contest Finalists" implies there will indeed be 10 semi-finalists while the "Up to ten (10) eligible Entries will be ...
    Posted to Dream-Build-Play (Forum) by SpaceDude on 04/09/2009
  • Re: Final Six

    When I saw the news I was frantically scrolling down the page to see if I could find a screenshot of my game. I'm sure I wasn't the only one, but nope, it wasn't there :(. I've got over the initial disappointment and I'm glad to see that most of the comments here have been mature and it hasn't descended into a flame war ...
    Posted to Dream-Build-Play (Forum) by SpaceDude on 04/09/2009
  • Re: Final Six

    Will there still be a final 10? In the previous years they listed which were the top 10 games.
    Posted to Dream-Build-Play (Forum) by SpaceDude on 04/09/2009
  • Re: BuildAndLoadAsset behaviour?

    That does not seem to work. My understanding of the context.AddDependency is to inform the build system that if any changes occur in the file referred to in the AddDependency call then it must rebuild the current asset being built.
    Posted to XNA Framework Content Pipeline (Forum) by SpaceDude on 30/08/2009
  • Re: BuildAndLoadAsset behaviour?

    Huzzah! That's great, I wrote a little test pipeline to test this and as you say it does indeed cache the output which is awesome! However, it does seem to build things twice if I use BuildAndLoadAsset as well as having that asset in my content project. That's not a massive problem for me, I just wanted to avoid it being built once for ...
    Posted to XNA Framework Content Pipeline (Forum) by SpaceDude on 29/08/2009
  • BuildAndLoadAsset behaviour?

    What happens if I call BuildAndLoadAsset on the same file several times? Will it re-build the asset each time or will it just do it the first time and subsequent calls use a cached version? I suspect it rebuilds it several times, is there any way to get the later behaviour? I need to build one asset first and use the result for building a ...
    Posted to XNA Framework Content Pipeline (Forum) by SpaceDude on 28/08/2009
  • Re: LocalNetworkGamer for bots?

    That's a shame. Thanks for the reply though. Not sure what to do now, the easy option would just be to prevent bots in multiplayer games.
    Posted to Networking (Forum) by SpaceDude on 17/08/2009
  • LocalNetworkGamer for bots?

    I am working on a deathmatch game which supports local players, bots and networked players. I would like to support any combination of these. So for example: 2 split-screen players, 1 remote player over the internet and 3 bots. To distribute the CPU load, maybe I'd simulate 1 bot on the 2 player split-screen machine and put the other ...
    Posted to Networking (Forum) by SpaceDude on 15/08/2009
  • Re: More than 1 LocalNetworkGamer, why?

    Ok that makes sense I guess, thanks for clearing it up for me. So I don't suppose there is much of a performance penalty in just sending out packets to everyone even if a lot of them just end up getting ignored? I've started implementing some of the lobby code now, I want to synchronise the game settings from the host (e.g. what map ...
    Posted to Networking (Forum) by SpaceDude on 09/08/2009
  • More than 1 LocalNetworkGamer, why?

    Sorry if this has already been asked but I am struggling to think why you would ever want more than 1 LocalNetworkGamer? I'm just getting into networking with XNA, and to my surprise I noticed the NetworkSessionType Local. If I understand correctly this allows you to send network packets between LocalNetworkGamers as if they were ...
    Posted to Networking (Forum) by SpaceDude on 09/08/2009
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