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  • {hi}rollerz released

    Hi all! We've just released our first XNA title called "{hi}rollerz". The game features: 2 different game modes 50 maps in career mode 4 different medals for corresponding race-times 20 achievements to unlock Media library usage while gameplay Online scoreboards In-game editor to ...
    Posted to Game Publishing/Business (Forum) by BigBlackBlock on 4/21/2009
  • ResourceContentManager keeps "unloading" after 3-5 frames

    I've got a problem with the ResourceContentManager in XNA 3.0. I'm using a global ResourceContentManager to load frequently used effect and texture assets from a resx file. Using XNA 2.0 everything works fine - since upgrading to XNA 3.0 the loaded assets get lost after 3-5 frame updates and an exception about accessing disposed objects is ...
    Posted to XNA Framework (Forum) by BigBlackBlock on 11/6/2008
  • Strange shader error

    Hi there! :) I'm developing my shaders using FX Composer 2.5 ... i did different light models like Lambert, Phong, Blinn, Ashikhmin-Shirley, Cook-Torrance, Oren-Nayar, Ward and Kajiya-Kay. The shaders are compiling and working fine using FX Composer, but in XNA just Lambert, Phong and Blinn are working - all other lighting models are ...
    Posted to XNA Framework (Forum) by BigBlackBlock on 10/24/2008
  • Problems with XBLA certification. Question for MS internals.

    Hi there! We have submitted our game concept to the XBLA team some month ago. We signed the NDA and send them the playable version (Xbox 360 and Windows) of our game including all relevant assets they asked for. In one mail from our contact person (we had very frequent mail contact!), we have been informed that we should get a mail about the ...
    Posted to Game Publishing/Business (Forum) by BigBlackBlock on 8/28/2008
  • Re: About merging assemblies

    [quote user="The ZMan"]You can still obfusticate the content reader as a stand alone DLL. And in this case it doesn't matter that the public interface is visible becuase they all content readers have the same public interface.They have to otherwise it won't work.[/quote] Ahhh ... yep, you are right! Thank you so much! :)
    Posted to General (Forum) by BigBlackBlock on 7/9/2008
  • Re: About merging assemblies

    I know what the problem is about! It is not the fault of the merging or obfuscating application. The reason for the crash is that the content pipeline assembly of my engine tries to use the content reader located in the dlls and not in the merged exe. As long as the project you try to merge uses a content reader in one of the merged assemblies it ...
    Posted to General (Forum) by BigBlackBlock on 7/9/2008
  • About merging assemblies

    I need to merge my assemblies that have references to the XNA Framework. When merging the assemblies (exe and dll's) into the executable, the game starts but crashes after a while when leaving the Splash screens and entering the menu system. I tried to merge with ilMerge, Eziriz .net Refactor and IntelliLock but nothing worked. My question: ...
    Posted to General (Forum) by BigBlackBlock on 7/9/2008
  • Re: Failed to create Effect from Compiled Code on Xbox360

    Yes it works like expected when loaded trough the content pipeline. In the meantime I've switched to embedding those effects into a resource - that works like a charm. :)
    Posted to XNA Framework (Forum) by BigBlackBlock on 5/20/2008
  • Re: Smoothing groups

    Exactly that! Sometimes you might get ugly results where two 'splited' edges are joining. That's the case when the angle between the two normals is very huge, or when the normals are accidentally flipped while exporting the model - that depends on the 3d software you use. Blender for example recalculates the 'outside' of the splitted parts and you ...
    Posted to XNA Framework (Forum) by BigBlackBlock on 5/18/2008
  • Re: Smoothing groups

    I don't know if this is low-level enough but a smoothing group is - in my opinion - a bunch of polygons with connected or shared vertices. For example 3D Studio Max and Maya do have smooth groups, Blender not.The information about the smoothing groups is stored in the model formats.Let's take the Blender way of how smoothing groups ...
    Posted to XNA Framework (Forum) by BigBlackBlock on 5/18/2008
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