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  • Re: DrawableGameComponents switching?

    Well, to be totally honest, the Game State Management sample is a bit daunting to me.  I have written some programs in the past, but nothing super high caliber, and I am having a hard time deconstructing it all and fully comprehending what is going on.  I would rather not implement a system that I do not fully grasp =/
    Posted to General (Forum) by Gate2501 on 4/29/2009
  • DrawableGameComponents switching?

    I was curious as to if I could manage my screens by making them each a DrawableGameComponent, and switching between them as need be?  I see how they managed screens in the tutorial, but this seems easier and more modular to me if it were possible. Can I have more than one DrawableGameComponent and swap back and forth between them without ...
    Posted to General (Forum) by Gate2501 on 4/29/2009
  • Re: Level array problems

    I just finished designing my tile arrays yesterday for my game. The best way that I have found to do it, is to store all levels in a METHOD of your mapbuilder class.  My mapbuilder class is called Cake, and I can Cake.bake(parameters); on initialization to build the current level. I set up different bake(); parameters to represent the ...
    Posted to Game Design (Forum) by Gate2501 on 9/18/2008
  • Re: question about game components.

    Holy crap, that information is very useful to me, thank you!
    Posted to General (Forum) by Gate2501 on 9/13/2008
  • Re: question about game components.

    I am currently working on a 2D roguelike in which all of the menuscreens and areas are inherited from : DrawableGameComponent. When I need to swap components I usually have an "if" statement that checks in update confirming that all the criteria for the switch have been met (fadeouts and whatnot), then something like: if ((gobackbool ...
    Posted to General (Forum) by Gate2501 on 9/13/2008
  • Re: Error when trying to open a new project

    I am on a Vista x86 system right now and have had no problems (except jumping through a hoop or two with XACT). I would say maybe you don't have the lastest Vista  SP?   I also have 2008 on my PC, I wrote a few apps with it before trying XNA, and it has not caused me a problem.
    Posted to General (Forum) by Gate2501 on 9/10/2008
  • Re: Text input support?

    Well, they would be able to ply it if the downloaded GFWL right?  I am pretty new to all of this...  I think that I will just use system.text and write my own inputbox class for reuse. I had heard that for my friends to play my game they would need to DL some special XNA thing anyways?  Is this not true?  I am not looking to ...
    Posted to XNA Framework (Forum) by Gate2501 on 9/9/2008
  • Text input support?

    I am curious as to if XNA includes any sort of text input support?  I need to make a "Name:--------" type entry box on my create character screen, and I wanted to avoid hand making an inputbox class if it was at all possible, since I am only going to be taking on user text input this one time outside of the games controls.  I ...
    Posted to XNA Framework (Forum) by Gate2501 on 9/9/2008
  • Re: Accessing GraphicsDeviceManager outside of the main game class...

    Actually nevermind, I found a clever (maybe) way to handle things. I set up my options screen to simply remove itself (the only running component) when I click my fullscreen option, and the base Game1 has a single if statement in update: if (Components.Count == 0) { graphics.ToggleFullScreen(); Components.Add(options); } Since there ...
    Posted to General (Forum) by Gate2501 on 9/7/2008
  • Re: Accessing GraphicsDeviceManager outside of the main game class...

    [quote user="Sean James"] You could make the GraphicsDeviceManager in the Game public, then have a property in the component of the Game1 (or whatever the game class is called). So then you could do: ComponentType component = new ComponentType(); component.Game = this; this.Components.Add(component); Then from the component ...
    Posted to General (Forum) by Gate2501 on 9/7/2008
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