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  • WANTED: Online Multiplayer Word Game Testers

    I'm looking for people to playtest a new multiplayer word game online. The game looks like this: http://cid-637a093a33abf7c6.skydrive.live.com/self.aspx/Lexagon%20Pictures/lexagon048.png A Windows version of the game can be downloaded here: http://cid-637a093a33abf7c6.skydrive.live.com/self.aspx/Public/Lexagon.ccgame An early ...
    Posted to Help Wanted/Offered (Forum) by Shieldshock on 2/10/2009
  • Re: Just Dice: Feedback Request

    The ZMan [MVP/Moderator]:Adding in a random factor as you have done can also aggravate as many people as it attracts. What random factor?  I do not see one.
    Posted to Game Design (Forum) by Shieldshock on 4/28/2008
  • Re: C# Xna?

    XNA uses C# because C# is faster and more efficient (timewise) for casual developers making games. C# is a managed language, which means that when nothing cares about an object any more it is automatically recycled by the garbage collector.  In C++ this had to be done manually.  (Not doing it and never reclaiming memory from dead ...
    Posted to General (Forum) by Shieldshock on 3/26/2008
  • Re: XNA Games 'jump', but professional games do not.

    Bapa you are not helping anything here...  if you don't want to contribute anything useful please don't post at all. Whiplash the code you posted uses a fixed timestep.  This is going to cause jumping no matter what (unless the video device has a refresh rate of exactly 60).
    Posted to General (Forum) by Shieldshock on 3/22/2008
  • Re: XNA Games 'jump', but professional games do not.

    Nick Gravelyn:Not necessarily. It might just prove the theory that once there is more going on you don't notice the jumps. Or perhaps the timing gets adjust when there is more going on and the jump less noticeable. That is ridiculous.  I notice right away when the game jumps.  It is not just one sprite jumping.  The whole screen ...
    Posted to General (Forum) by Shieldshock on 3/21/2008
  • Re: XNA Games 'jump', but professional games do not.

    I just tried your sprite game and it jumped just like you said.  I think you are creating a little garbage. I've made a scrolling list test project with some of my code that can be downloaded here: http://cid-637a093a33abf7c6.skydrive.live.com/self.aspx/Public/FramerateTestProject.zip As far as I know there are 0 memory allocations in ...
    Posted to General (Forum) by Shieldshock on 3/21/2008
  • Re: XNA Games 'jump', but professional games do not.

    Whiplash6:Seems the more simple it gets, the worse it gets.  For example, this lags the worsthttp://www.phstudios.com/test/SpaceShoooter-Windows.ccgameAll this is, is a sprite that can be moved.    EXACTLY!!! I spent over ten hours trying to find what was wrong and the symptoms are exactly what are you describing.  I had a ...
    Posted to General (Forum) by Shieldshock on 3/20/2008
  • Re: XNA Games 'jump', but professional games do not.

    I am convinced there is some deeper problem here.  I have the exact problem as you say.  It sounds like it could be a monitor timing problem, but I noticed the 'jumps' can sometimes be a little clustered together.  This should not happen if it is the monitor timing.
    Posted to General (Forum) by Shieldshock on 3/20/2008
  • Re: 2D Rogue-Like Dungeon Crawler in XNA (and a quick question)

    If sprites flicker when they move, try drawing them at integer positions.
    Posted to General (Forum) by Shieldshock on 3/20/2008
  • XNA VSync error

    VSync is targetting less than 60fps on my two test systems.  I have created this test project as a test: http://cid-637a093a33abf7c6.skydrive.live.com/self.aspx/Public/FramerateTestProject.zip If I disable vsync and choose variable time step, this project runs at about 900fps on my machine.  If I enable vsync on the machine I get ...
    Posted to XNA Framework (Forum) by Shieldshock on 3/20/2008
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