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  • Re: Settin Up A Sound Class

    Why do you need your own classes? Is there something wrong with either the simple SoundEffect, or the XACT Cue classes? What I've found useful is to have a big static class for all sound effects I might want to play, have a single "Load" function that loads all the sounds it needs, and then call a function per sound effect when ...
    Posted to General (Forum) by jwatte on 20/11/2009
  • Re: Leaving everything for the same spritebatch?

    Yes. At least, it's not usually a bad idea :-)
    Posted to Game Design (Forum) by jwatte on 20/11/2009
  • Re: HELP ME WITH IDEA

    1) Wrong forum. The right forum to find help with making a game is Help Wanted. 2) Poor execution. You don't provide any information about what kind of help you need, nor what kind of game it is, nor anything else really. 3) If you want someone else to implement your idea, expect to pay for their time. Good game programmers and artists are ...
    Posted to Game Design (Forum) by jwatte on 20/11/2009
  • Re: Collision Detection in Car Racing Game??

    JigLibX comes with a car simulation and a mesh collider. It can be used to fairly easily simulate a car driving on overpasses, through tunnels, etc.
    Posted to Game Algorithms (Forum) by jwatte on 20/11/2009
  • Re: Need help with a Collectible Card Game (CCG)

    There are two ways to go I know of. 1) Cards can be dumb data, and there's a "rules" engine which resolves the action of cards. This works as long as cards are mostly regular. Regular 52-card decks work super with this model. 2) Cards are active objects, with "resolve" functions written in C#. This is where ...
    Posted to Game Design (Forum) by jwatte on 20/11/2009
  • Re: Simple model rendering. What am I doing wrong?

    That's either a wrong vertex declaration, or a lack of splitting vertex normals for different faces. My guess is the latter. If there is an option to "split vertices" or "split normals" or "duplicate normals" or something similar when you export, then turn that on!
    Posted to General (Forum) by jwatte on 17/11/2009
  • Re: Actual Joystick Emulation in C#

    The easiest way is probably to get some USB programmable device (microcontroller), make it implement both the HID for a joystick and your own protocol that allows writing, and then write whatever data you want to that microcontroller, which will turn around and echo it into the built-in joystick reading functionality. Yes, this means buying a ...
    Posted to General (Forum) by jwatte on 17/11/2009
  • Re: Random Number Generator

    [quote]I prefer Cryptography.RNGCryptoServiceProvider over the System.Random class[/quote] It's great to seed other random number generators, but all the good implementations are orders of magnitude slower than your typical shift register, hash-based or linear congruential random number generator (not to mention the Mersenne Twister, the ...
    Posted to Game Algorithms (Forum) by jwatte on 17/11/2009
  • Re: Content Pipeline bug when adding items

    That sounds like a corrupt hard disk, bad memory, or a corrupted file somewhere in your XNA Game Studio install or, perhaps, the content you're adding. Try installing the .NET Debugger (or a demo copy of Visual Studio Pro) and using that to debug the Visual C# process itself. Once it's attached, add the crashing content item. See if ...
    Posted to XNA Framework Content Pipeline (Forum) by jwatte on 16/11/2009
  • Re: Comments about a specific word usage in a games title.

    As usual: If you need to ask, you probably shouldn't. Work on making the best game you can, and then work out the title afterwards. The specifics of the title can't possibly be even one-tenth as important as making a really good game!
    Posted to General (Forum) by jwatte on 16/11/2009
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