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  • Re: Left "SimulateTrialMode" on?

    [quote user="George Clingerman"]However, even though it doesn't have an effect on the marketplace, it does unfortunately have a fairly serious impact on reviewers who can no longer properly review your game. Leaving SimulateTrialMode in your review copy of your game is now a valid fail reason. See the Evil Checklist for more ...
    Posted to General (Forum) by SRH on 27/09/2009
  • Left "SimulateTrialMode" on?

    Quick question. For my latest submission (Spider Evader) I may have left SimulateTrialMode on.  In the review someone mentioned a message that only appears in trial mode.  Looking in my code I can see that I commented out the line, but I may have accidentally uploaded a slightly outdated version of the ccgame file.  ...
    Posted to General (Forum) by SRH on 27/09/2009
  • Re: Animating the avatar rig

    It seems that part of my problem is that I wasn't keying the frames. It looks like it saves the transformations of unkeyed frames for effectors, but not for intermediate joints... not sure why. I still haven't found any way to rotate all of the joints appropriately.  Ignoring the animation side, I've been trying to just get ...
    Posted to SOFTIMAGE|XSI Mod Tool Discussions (Forum) by SRH on 05/09/2009
  • Re: Animating the avatar rig

    I also have been having problems animating the avatar rig... though my problems are very different.  Forgive me if my terminology is off... I'm very new to animation. My main problem is that I have not been able to use inverse kinematics... meaning it will not let me rotate the joints to get the effectors where I want them. For ...
    Posted to SOFTIMAGE|XSI Mod Tool Discussions (Forum) by SRH on 05/09/2009
  • Re: Noob question 2: Viewing angle while animating

    [quote user="Steve Hazen"]There's no actual lock. Its in the way your camera is coded. Please post the pertinent parts of your camera code & we'll have a look. If your going to post more than just a snippet or two, please use a pastebin & reply with its link. [/quote] I'm not talking about in my game... I'm ...
    Posted to SOFTIMAGE|XSI Mod Tool Discussions (Forum) by SRH on 28/08/2009
  • Re: Noob question 2: Viewing angle while animating

    It seems to happen after I bake the animation into the bones... before that I am able to move the frame without it changing the view.
    Posted to SOFTIMAGE|XSI Mod Tool Discussions (Forum) by SRH on 28/08/2009
  • Noob question 2: Viewing angle while animating

    Hello, I'm sure this is something very simple... but the answer hasn't jumped at me in the documentation. I can rotate, translate, or zoom in on my animation, but as soon as I move the frame it jumps back to the default view.  This is unspeakably annoying, as it is preventing me from seeing what my animation looks like from ...
    Posted to SOFTIMAGE|XSI Mod Tool Discussions (Forum) by SRH on 27/08/2009
  • Re: Giving out personal information: Time Zone?

    I thought it should be safe.  Since my game would essentially be saying "this person is in the US East Time Zone" I just wanted to make sure no one would construe that as "personal information".
    Posted to General (Forum) by SRH on 26/08/2009
  • Giving out personal information: Time Zone?

    I was thinking of adding a feature in my game of having the lighting change with the time.  In LIVE games it would be the time of the host.  Though I certainly wouldn't call this information useful for identification, does anyone see this as a breach of the rules?
    Posted to General (Forum) by SRH on 26/08/2009
  • Re: Avatar Shooter

    [quote user="SniperED007"] My question is would you reject the above game in peer review? [/quote] Assuming no other problems, I would pass it... though I can understand concerns others have and would also advise going with non-realistic guns. I'm working on a avatar game myself... and plan on including swords, baseball ...
    Posted to General (Forum) by SRH on 15/08/2009
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