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  • Re: Clipping area on drawstring?

    Hey,Regarding the ScissorRectangle, does it need to be set before the spritebatch begin and end method?If yes, anyway to do some clipping after stating the spritebatch begin/end methodregards,
    Posted to General (Forum) by Chryso on 12/6/2007
  • Texture Compression

    Hi,Mmm I am creating a texture out of an image file. Decompose the texture, recompose it.However when I use the recomposed texture the color is distorted depending on scaling.Would anyone know how to solve this problem ?Regards,Chryso
    Posted to General (Forum) by Chryso on 12/6/2007
  • Re: UPnP - NAT Traversal

    Sorry,But since I am able to use TcpClient / TcpListener in a windows game library I though I could ask around. And since most of us do develop game and some did network implementation they might have hit on this little snag.I was looking for a way to using windows API to programatically do this. THe XBOX360 does it so why not my computer too :) ...
    Posted to General (Forum) by Chryso on 7/22/2007
  • UPnP - NAT Traversal

    Hello,Was wondering about those 2 magnificient things. Where I live, most gamers have ADSL with NAT routers. This is where it is starting to get really annoying to program for those guys.For someone on the internet to be able to contact you on your ADSL router IP you must do some port forwarding. The same way when a game is launched and it is also ...
    Posted to General (Forum) by Chryso on 7/22/2007
  • Re: Heightmap and jumping Question

    Hello,Depending on the effect you want you might not which to use the following: Position.Y += UpwardVelocity * Deltatime; //Apply Gravity to UpwardVelocity so Link falls back down UpwardVelocity -= Gravity * Deltatime;Because when you multiply the upward velocity by the delta time you forget the factor for ...
    Posted to Game Algorithms (Forum) by Chryso on 7/9/2007
  • Re: Resource management and delegates

    Hello,Just for info regarding the Activator class. It can take parameters on x86 but not on XBox :) So depending on which plateform you are going to develop for you might or might not want to use it.Another trick would be tu use a parameter less constructor and an init function with the parameter.Use activator to create the new object, and call ...
    Posted to Game Design (Forum) by Chryso on 7/9/2007
  • Re: How do you package a game and use compilation pragma at the same time?

    Hello,Guess you are right, might have mislead you so I ll start straight.The project is something that is done as a team. The project should run on Windows and XBOX.So we first created a game project for windows. We started developping like that. Until we learned that on XBOX some methods / functions were not always available. Since I personnaly ...
    Posted to General (Forum) by Chryso on 7/5/2007
  • Re: How do you package a game and use compilation pragma at the same time?

    HelloThank you for the answer, however I am still uncertain on how to do it because I have the following folder tree in my bin project:bin| + Debug| + Release| - x86| | + Debug| | + Release| - Xbox 360| | + Debug| | + ReleaseAnd when I package the game, the .ccgame is in the red Debug or Release folder not in what has been compiled in x86 - Debug ...
    Posted to General (Forum) by Chryso on 7/4/2007
  • Re: Unofficial "I'm done. DBP entry submitted"

    We are not done, but DBP submitted anyway.Here is what it ''looks'' like now. Work on PC, perf problem on XBOX ^^PvPMap generationBossEnjoy,Chryso for the MFC team :)
    Posted to General (Forum) by Chryso on 7/3/2007
  • Re: How do you package a game and use compilation pragma at the same time?

    Hello,For me a Pragma is a contional compile statement.We have like #if XBOX, #IF DEBUG, #if NOKEYBOARD, #if LD all over our code.We need the keyboard for bug research and all since we do not all have game pads, but we do not need it in the release version of the game. However we did the conditional compilation statement kind of backward. It is ...
    Posted to General (Forum) by Chryso on 7/3/2007
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