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  • Re: Image Scaling Method

    Thanks a bunch; works great.
    Posted to Game Algorithms (Forum) by AndrewFM on 01/09/2009
  • Image Scaling Method

    Is there a way to change the method the GraphicsDevice uses to scale a Texture2D sprite? By default, when you scale up a sprite, the individual pixels begin to get blurred. Instead, I would rather the sprite to be "pixel resized". So say you have this sprite: By default, when scaled, it'll look something like this: While I want it ...
    Posted to Game Algorithms (Forum) by AndrewFM on 31/08/2009
  • Re: Is inheritance impossible in XNA?

    Well, for the enemies in my game, I was going to have one primary "Monster" class, and then individual classes for each of the enemies that inherits that Monster class. However, they are all Game Components, so their class declaration looks like: public class Enemy1 : Microsoft.Xna.Framework.DrawableGameComponent public class ...
    Posted to Game Algorithms (Forum) by AndrewFM on 04/04/2009
  • Is inheritance impossible in XNA?

    All XNA Game Components already inherit classes from the XNA namespace (IE: GameComponent, DrawableGameComponent, etc). As far as I know, C# doesn't allow for multiple inheritance either. So does that mean that it's impossible to have one game component inherit another, or am I just missing something obvious?
    Posted to Game Algorithms (Forum) by AndrewFM on 03/04/2009
  • Re: Checking if Xbox360 controller is connected to a PC

    Yeah, everything you listed works fine. Anyways, I just found the problem... it was a really stupid mistake on my part. I forgot to do "GamePad.GetState" before checking whether it was connected or not...
    Posted to Game Algorithms (Forum) by AndrewFM on 28/01/2009
  • Checking if Xbox360 controller is connected to a PC

    Is there any way to do this? I've been using the "IsConnected" check for GamePadState, but it always returns false on a PC, regardless of whether the controller is connected/detected or not.
    Posted to Game Algorithms (Forum) by AndrewFM on 28/01/2009
  • Save Data Glitching

    I'm having a weird problem with the save files that my game creates. I'm using an XmlSerializer to store my save data into an xml-formatted .sav file. Now, this works most of the time, but seemingly at complete random, the save file will glitch up and become "corrupted". It will throw off an error when trying to read it. I ...
    Posted to Game Algorithms (Forum) by AndrewFM on 01/01/2009
  • Re: Safe Area Considerations

    Ah, right, I see your point there. Yeah, nevermind, I completely agree with you. Also, on a seperate note... whenever you go to save a file, it'll always ask the player to choose a storage device? That's a pain :P
    Posted to General (Forum) by AndrewFM on 03/12/2008
  • Re: Safe Area Considerations

    The only qualm I have with the options thing is how you would get your player to know it's even there. The player might be playing, and things are showing on the screen that are not supposed to, or some things are getting cut off at the default settings. The player may just think the game is defective and leave it at that, not even realizing ...
    Posted to General (Forum) by AndrewFM on 03/12/2008
  • Re: Safe Area Considerations

    @Daaark: I understand the concept of the safe area, and I understand your reasons for sticking with it instead of pestering the player to configure the zoom. However, the fact still remains that I do not know how to distinguish where the border of the safe area will be, to make the collisions with the edge of the map. If I assume the border ...
    Posted to General (Forum) by AndrewFM on 03/12/2008
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