I'm trying to figure out a way to write a save/load system for my game in C++. As of right now, I'm doing it all using binary flags. Anyone got a clue on how to do it another way? I don't mind using ...
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
How do I prevent getting an access denied loading a file in XNA, when I have the application running in the program files directory (in Windows 7)?
I'm creating an app in XNA. I'm trying to load a custom save file. I named the file with my own custom extension. It's an XML file serialized with the DataContractSerializer. I've tried several ...
If I have a file stucture for my final, released game something like: Main folder Media Images Other assets Sounds Executable List item And a different one for my 'in development' project, ...
Do I just need to be creating instances of all of my graphics into memory that are loaded from file? What is the best way to handle this? Do I just need some sort of assets manager that creates ...
I want to develop a huge world map; at least 8000×6000 pixels in size. I have broken it into a 10×10 grid of 800×600-pixel PNG images. To avoid loading everything into memory, the images should be ...