C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.

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How do I make a 2D game resolution independent?

I'm working on a simple 2D game. I've finished the mobile phone version. However, my boss wants the game to works on his RT. I'm doing the "conversion" but my buttons are in the wrong places, because ...
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4answers
755 views

How do I efficiently check if a point is inside a rotated rectangle?

Part for the sake of optimization, part for learning purposes, I will dare to ask: How can I most efficiently check whether a 2D point P is inside a 2D rotated rectangle XYZW, using C# or C++? ...
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Is there a simple way to group two or more sprites, so all of them will be dependent on each other?

I think that this question is very similar to this one, but I'm not sure if the answers are universal. So, my goal is: Place two sprites in fixed position, for example player and his eyes Make ...
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2answers
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Moving a sprite in XNA/C#, using vectors

I'm currently looking into XNA game development with the C# language. I have two classes: the main game handler and a "sprite" class. Following is some basic pseudo-code which I hope adequately ...
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2answers
521 views

How can I represent rooms and associated actions and inventory in a text-based adventure game?

I am just getting started learning to make games. I have created a simple text-based game where the user can walk around between rooms and interact with the objects in each room. However, I feel like ...
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Networking and movement in MMORPG's UNITY

I'm programming a dedicated server in C# using BeamServer2 DLL's. At first I wanted to be able to see other players move on our already made Omuni map. This I did by just sending your position to the ...
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In Unity, why is adding a Vector2 and a Vector3 ambiguous but assigning isn't?

Given the following two vectors: Vector3 v3 = Vector3.one; Vector2 v2 = Vector2.one; This line is ambiguous: v3 += v2; // Unity reports dimension ambiguity whilst this assignment isn't: v3 = v2;...
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Reusable top-down collision class

I've recently picked up monogame and am working on a simple top down game to get me started and learn the basics. I've got the movement and the rotation to follow the mouse sorted out but I'm stuck ...
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1answer
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Where to start writing games, any tutorials or the like? [closed]

I'm actually an industrial systems developer with knowledge of .NET C# and VB.NET, C/C++, Delphi, and an intermediate knowledge of 80286 Intel assembly language. I would be interested to learn how to ...
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2answers
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Get collision details from Rectangle.Intersects()

I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any ...
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885 views

How can I store all my level data in a single file instead of spread out over many files?

I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player ...
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Scale my pixel art files when designing them or when rendering?

If I create pixel art files that need to be scaled up on the screen later, so that a single pixel becomes a box of 4 pixels. Should I create my pixel art with 2x2 pixels or should I create it with 1x1 ...
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836 views

What is the state of the art at shipping game graphics such as lots of small BMP files?

We have lots of small BMP files which I think would be easier to copy if we had them combined in a big TAR/ZIP/whatever. What is the state of the art at shipping game graphics? We are using C# and ...
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3answers
492 views

Slerping rotation mirrors

I rotate my game character to watch at the target using the following code: transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f) ...
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3answers
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Is there any Card Game Framework? [closed]

Please let's avoid the discussion of creating/using a game framework or not. I would like to create a small framework for card games or use one if it exists. Does anyone knows one? Preferably ...
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1answer
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How do I communicate with an IronPython component in a C#/XNA game?

My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
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3answers
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How to find 2D grid cells swept by a moving circle?

I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an ...
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605 views

How can I handle versioning changes when saving assets?

I've been working on an RPG now for a while and I use two of different serialization techniques. Enemies, Weapons, items are as saved as XML. Maps and events are saved as "controlled binary" (every ...
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How to decompose sprite sheet

I have a lot of spritesheets that are poorly formatted that I want to decompose, or split out into many small images, one for each sprite. If I can do that, I can use my custom texture packer tool to ...
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2answers
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Resolution problems when porting a Unity game to Android

So, I'm porting a game to the Android for the first time in Unity3D. And I've run in to a few problems along the way. My current problem is the resolution doesn't seem to be right, it cuts off the ...
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5answers
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Designing a flexible tile-based engine

I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D ...
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2answers
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How to use XNA in WPF?

How can I render some graphics using XNA to a widget/control in a WPF app? Specifically, I don't need any WPF controls inside the XNA graphics window, I just want to put some controls around it for a ...
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Top down space game control problem

As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that ...
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1answer
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How to create a XNA texture from a GDI Image with source rectangle?

A Texture2D in XNA can only hold so much. Depending on which profile I use that limit is either 2048 or 4096 pixels wide. As far as I could tell from my research (someone correct me if I'm wrong) GDI ...
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446 views

Billboard draws fine on PC, not on XBOX

The moon is drawn with two draw calls, but both draw wrong on the xbox so I'm just displaying one draw for simplicity. This is how the moon should look on the PC: How it looks on the XBOX: ...
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967 views

Inverted textures

I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the ...
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1answer
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Timestep in multiplayer game

I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience. My problem is mainly related to timestep. Consider the following scenario: A client connects to ...
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1answer
908 views

Drawing “Stenciled” Sprites and making them glow

Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My ...
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2answers
367 views

What would be the best way to find an open space in a level?

I'm working on a 2D game where you use paint to add tiles to a level and right now I'm working to add warp tiles. I have it set up so certain direction-oriented paints use two points (a start and end) ...
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1answer
398 views

Picture rendered from above and below using an Orthographic camera do not match

I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. The model I ...
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2answers
413 views

Platform jumping problems with AABB collisions

See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering ...
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1answer
349 views

(Unity) Optimised networking solution for many moving objects

I've currently undertaking quite an ambitious project. In short, it's a real time multiplayer strategy game which has bacteria mechanics. Essentially, I have two remote players in the environment, ...
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1answer
258 views

Entity component system - game progression

I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
8
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1answer
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Implementing water effects (splashes) into XNA 4.0 game [closed]

I am creating a 2D XNA game and came across a tutorial on adding water effects (splashes) to an XNA game but after implementing it into my game I can't get it to scale down. Currently it takes up the ...
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7answers
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Wikipedia A* pathfinding algorithm takes a lot of time

I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there ...
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5answers
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How to make sure there's always a walkable path for enemies in a tower-defense game?

I am making a 2D tower defense game. So far I have a 2d array which acts as a grid for my game. I'm able to place towers on it, run enemies and some dragging and tower firing stuff. Now I am facing a ...
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5answers
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Best pathfinding algorithm for a tower-defense game? [duplicate]

What do you suggest would be the best algorithm for a tower-defense game? It's a 2D based tile game, where there is walls and towers blocking the way, between spawnpoints and their destination points. ...
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5answers
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How to Color.Lerp between multiple colors?

I have found it rather difficult to find a solution to this in the Unity documents. Color.Lerp(Color a, Color b, float t) is a function that gradually changes a color according to a step t, giving it ...
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5answers
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Why do objects interpenetrate in this simple collision solver?

The code below is from a Microsoft XNA sample here. This is quite a simple rigid body simulation that ignores many physical effects (such as angular momentum), but it does try to push objects (spheres)...
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2answers
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Quad Tree with a lot of Moving Objects

I have a Quad Tree implementation that is very useful for what I am trying to do. My problem is that when my viewport has a lot of objects, the Update for the Quad Tree takes a very long time. It ...
7
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2answers
11k views

Update vs. FixedUpdate in Unity

I was told to use Update() for graphics and FixedUpdate() for physics, but sometimes my inputs won't register when I use FixedUpdate(). It works fine if I use Update() for everything though. Should I ...
7
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6answers
727 views

Increasing efficiency of N-Body gravity simulation

I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets ...
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2answers
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How to determine collision direction between two rectangles?

I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision ...
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4answers
652 views

How do I wait to execute code?

I'm trying to make a relatively simple elevator (which essentially teleports the player), but I don't want it to instantly teleport them. I want the player to enter the collider, wait 2-3 seconds, and ...
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4answers
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Game Editor - When screen is clicked, how do you identify which object that is clicked?

I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the ...
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1answer
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XNA - just a few more characters accepted in a SpriteFont

I have a SpriteFont in XNA, which has the standard 126 characters that are usable. However i would like to use the "ಠ" symbol in the game. So is there anyway of adding just a few more symbols that ...
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1answer
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Rotate object to face player

This is probably a simple vector question, but I'm not sure how to do it. I have an object at vector position (ox,oy). Potentially every update, the user walks around the screen, and will be at ...
7
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1answer
8k views

Clickable hex grid in c#.net

I want to create a Windows Form-based adventure game where the player clicks a hex on a static map to bring up their next encounter. I have the map already and plan to scan it and convert it to a .bmp ...
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2answers
569 views

Simulate movement towards the screen in a 2D world

I need to create the illusion of someone kicking a ball to the screen. For that, I have a initial position of the ball (about the middle of the screen), and I put the sprite of the ball scaled at 0.2 ...
7
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1answer
336 views

Should I call the garbage collector during loading screen?

SO, I read a bit on Garbage Collection lately, out of curiosity, and there is something that is repeated quite often: garbage collection can lead to sudden slow down of the program, depending of the "...