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  • Re: Scaling 2D graphics based on screen resolution... Best way?

    Wow - thanks a lot for all the info! And thanks for the links, just what I needed! Tis such a great forum :D
    Posted to XNA Framework (Forum) by SiriusSeven on 03/09/2009
  • Re: 2d layered sprites

    The way I simulate layer depth is by using a List. The draw then simply runs through the list from one end to the other. If I want something drawn closer to the screen it simply gets moved around within the list. Could also use an array - hasnt caused me any drop in rendering speed, but there might be a better way!
    Posted to XNA Framework (Forum) by SiriusSeven on 02/09/2009
  • Scaling 2D graphics based on screen resolution... Best way?

    Hi, Whilst trying to implement the draw mechanics for a 2D demo project, a thought occurred to me. If I draw a sprite as a 60x120 pixel image, what happens when the resolution is set to much higher than 600x800. Will hte sprite still be small and you just get a larger view of the map? Normally when you set the resolution higher in a game, the ...
    Posted to XNA Framework (Forum) by SiriusSeven on 02/09/2009
  • Re: Let the era of the $1 game begin!

    Hmm might be a good thing for us but Im a bit worried that the marketplace is gonna get crowded in 1 dollar sleeze thats gonna make finding the good stuff hard. Guess thats what ratings are for eh? :)
    Posted to General (Forum) by SiriusSeven on 24/07/2009
  • Re: Source control with Visual Studio 2005?

    Am I the only one who just uses DropBox? :) Works like a charm for me, auto updates and can be used to rollback aswell per individual file if required. SVN just seemed like so much extra hassle to me hehe
    Posted to General (Forum) by SiriusSeven on 24/07/2009
  • Re: Concept art pdf

    Hmm dont know any concept art PDFs off by heart but hit blizzards sites for Diablo III and starcraft 2 - they always show off some amazing stuff. If you wanna learn to draw Concept art head over to www.3dbuzz.com, they used to have a "Lesson Plan" for learning to make you own. Enjoy!
    Posted to Artist's Corner (Forum) by SiriusSeven on 18/06/2009
  • Re: Jumping in 2D

    Would it perhaps not be "easier" and more long term to switch to a simply physics implementation and then make the player jump using a physics force? In my opinion it just "makes it feel better" because everything now reacts to actual things happening instead of "floating" : /
    Posted to Game Algorithms (Forum) by SiriusSeven on 18/06/2009
  • Re: Good Physics Example?

    I seem to recall the World of Goo guys saying the used Open Dynamics Engine. But not sure how easy that is to integrate with XNA. I personally use jiglibx but its for 3D and its a bit odd at times heh
    Posted to Game Design (Forum) by SiriusSeven on 18/06/2009
  • Re: Would it be weird if... (Game Design Question)

    I agree with the above - the style of having 3D could be enforced to 2D easily by locking the camera, and switching gives you a number of benefits if (like you said) you arent that good at 2D art as you can simple have a model created once and apply all sorts of transformations on it afterwards : ) Also opens the bag on more visually (in my ...
    Posted to Game Design (Forum) by SiriusSeven on 18/06/2009
  • Re: XNA + Project Natal?

    What Im wondering about Natal is how you actually make use of its recognition abilities -- does it have a library of built in recognizied things as in "Recognized = Human.LeftLeg.WearingShoes.Red"? Or will the programmers have to go "if(Detected.Mass > 20 && Detected.NonStaticObj == true)" ? Could be really hard to ...
    Posted to General (Forum) by SiriusSeven on 03/06/2009
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