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  • Separating animated and non-animated objects in code?

    I am in the process of creating a basic class structure for my game entities and am struggling with how to arrange animated and non-animated objects. I have seen this done a few different ways before, but am not sure which is most commonly preferred. Currently I have separated my Entity class and my Sprite class. The Entity class ...
    Posted to Game Design (Forum) by ilikegames11 on 21/09/2008
  • Re: AI Enemy Shooting

    Hi nooob, You could probably just keep track of the total time and then mod it by the number of seconds you want between shots to check if the enemy should shoot: float totalTime = 0f;     ...
    Posted to General (Forum) by ilikegames11 on 28/07/2008
  • Re: Benefit of using vector-based graphics for levels and animation?

    Did I post this in the wrong forum?  Should it go under the "Artist Corner" or "Game Design" sections?
    Posted to General (Forum) by ilikegames11 on 27/07/2008
  • Benefit of using vector-based graphics for levels and animation?

    I have been looking at a number of posts recently regarding vector based graphics as I am in the beginning stages of coding a level editor for a 2d platformer.  First and foremost, it seems that rendering vector-based graphics in XNA is not an immediate option, but I am more interested in understanding what specific value vector-based ...
    Posted to General (Forum) by ilikegames11 on 26/07/2008
  • Re: XNA Games 'jump', but professional games do not.

    I have the same "jumping"/"jittering" issue with sprites in XNA - whether it be my own game or any of the XNA Creator samples.  As mentioned previously in the thread, my framerate never seems to drop (perhpas the jitter happens so quickly that the framerate doesn't detect a change). ... So then I tried a little ...
    Posted to General (Forum) by ilikegames11 on 22/06/2008
  • Re: Too many SpriteBatch.Draw() calls??

    First, I would definitely try what Shawn has suggested; he's a very smart guy.  If that doesn't seem to help, while I truthfully don't have a great deal of knowledge on this subject (though I did a similar shooter with similar scrolling tile maps), I would consider checking whether or not your timestep is set to fixed.  ...
    Posted to XNA Framework (Forum) by ilikegames11 on 03/06/2008
  • Re: How to use a quadtree?

    Thanks again for clearing that up!  One last question, when should objects be added to the tree?  Should they be added and removed only if they are on-screen?  If so, would I just check all of the objects in a level and see if they're on screen each frame?  Hopefully that will be my last question :)  Thanks again for ...
    Posted to Game Algorithms (Forum) by ilikegames11 on 03/06/2008
  • Re: Damageable environments in a 2D scrolling level

    I think this article may be exactly what you are looking for.  Ziggyware also has a great selection general graphic tutorials/articles. http://www.ziggyware.com/readarticle.php?article_id=154  
    Posted to Game Algorithms (Forum) by ilikegames11 on 01/06/2008
  • Re: How to use a quadtree?

    Ah, sorry for the broken links!  Yes, that is my blog... though I haven't updated it in quite some time.  If you would like to send some code, by all means that would be great :)  The last several entries were regarding my first ever game attempt, something that I have since moved on from.  The actual link is: ...
    Posted to Game Algorithms (Forum) by ilikegames11 on 01/06/2008
  • Re: How to use a quadtree?

    Ok, I can see why that would be the way to go... I'm still trying to grasp everything at this point.  One other question I would have if I were to create the tree in full from the beginning is: is there a a standard way to determine the maximum depth of the tree?  Should all game objects be able to fit within the smallest tree node ...
    Posted to Game Algorithms (Forum) by ilikegames11 on 31/05/2008
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