XNA is a game framework by Microsoft that allows deployment for Xbox Live Indie Games as well as Windows Phone 7.

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88 views

Why does GameComponent have an Initialize() method?

I'm not sure if this exact question has been asked before, but all I could find were questions about how to work with GameComponent, or why something wasn't working. I understand that you overload ...
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0answers
97 views

How to setup a particular blend state where the alpha channel is additive?

I would like to set a blend state to be "additive" and do the following: Result.R = Source.R + Destination.R; Result.G = Source.G + Destination.G; Result.B = Source.B + Destination.B; Result.A = ...
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1answer
80 views

Xna 2d tile culling

I'm trying to make a simple 2d tile engine here, and I've got a problem with getting a proper cells from a tile grid map when I'm trying to cull off tiles which aren't needed to be drawn. I've got a ...
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1answer
98 views

C# - How to properly play background songs in XNA

So I'm using the game states (enum) to change my game screens. I have 2 songs for main menu and game playing states, respectively. To play songs, I'm using an old code example I saw at MSDN, like ...
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1answer
92 views

Monogame Windows Phone 8

I want to port a WP7 XNA game to WP8 using MonoGame. The thing is that I have Windows 7. So here's the questions (if some sound dumb, please bare with me). Do I need to have Windows 8? Do I need to ...
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43 views

Concepts to store XNA textures

I'm working on a graphic library supporting XNA with some cool features. To do so I need direct per pixel access to textures (RGBA). I've been wondering what are the advantages of using those two ...
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2answers
86 views

How to make a wait timer?

I am making a mining styled game and am looking to make variables that effect how fast you are able to mine the block. This is the idea I have currently got but it does not wait for the timer to ...
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49 views

Having trouble getting shader to work with sprite batch in XNA #4

I found a neat "CRT screen" effect shader on the web, but I've never used shaders before and I can't seem to get it working properly. If I do the second sprite batch in my code here normally without ...
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61 views

Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact

My game represents its map as a 2D array of tiles, each of which stores a stack of layers. I'm looking for a data structure to efficiently represent this . I want to be able to add layers ...
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2answers
75 views

Incrase framerate in XNA [duplicate]

I'm trying to increase the frame rate of my game from 60FPS to 100 FPS because of reasons. But i can't seem to get it higher than 60 frames. This is the count I'm using. I can slow down the frame rate ...
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1answer
118 views

Should I bother merging faces in my 3D block-based game?

Okay, so I have a bunch of cubes in a 3d-world. I already implemented face culling, so that when a cube is next to another cube, their touching faces won't be drawn, or even sent to the buffer. ...
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1answer
70 views

How to find the 3D object the camera is pointed at

I'm currently developing a 3-dimensional game (the first I've ever done and it's not as hard as I thought it would be!), but I've run into a little bit of a snag. I want to find the current block the ...
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1answer
130 views

How do I get the mouse coordinates relative to my whole scene with Monogame? [duplicate]

I am making a topdown isometric real time game using Monogame. I know how to get the mouse position for my camera view. How do I get the mouse coordinates relative to the entire scene? My game's ...
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1answer
55 views

Varying spritefont quality depending on string

I'm using Kleymissky font size 26 made via Nuclex font renderer (Hinting Method: AutoHinter) - download Why the thickness of the font drawn on screen depends on the string itself? What can I do to ...
4
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1answer
103 views

Odd Behaviour XNA Game Component

Inside of my main class file I am initializing a number of game components which are used to represent game scenes i.e. main menu and game. I am initilizing each component inside of XNAs LoadContent ...
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1answer
109 views

XNA C# 3D game Wall collision response glitch

I have been working on a reliable physics system in my code and so far it's ALMOST working. :D I am aiming for wall "sliding" style of collision response, like you'd expect it to work in commercial ...
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1answer
82 views

Emit light from items

In order to create a day/night cycle in my game, I decreased the r,g and b values of the Color variable after a certain amount of time has passed. This worked as expected. I am wondering in order to ...
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1answer
48 views

Getting more particles in engine

I followed rbwhitakers tutorial on making a particle engine and I'm wondering how to get more particles on the screen. I was thinking that the "total" variable would do it but it doesnt. Is this ...
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2answers
309 views

Why should I use a list of enemies instead of an array of enemies?

I have been making 2d shooter similar to galaga using xna in C#, where the enemies (2 types) are all in rows above the player's ships, and are supposed to randomly launch attacks. I had previously ...
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58 views

Drawing quadtree nodes

I'm using a quadtree example that I found on a tutorial. I have initialized the tree and using a breakpoint I am able to determine that there are 4 child nodes, each containing a number of items. So I ...
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1answer
47 views

How can I fill a Color[] from a Texture2D given a Rectangle in SharpDX?

I used to fill a Color[] using XNA's Texture2D.GetData<T>(int, Rectangle?, T[], int, int) method, but there doesn't seem to be an equivalent overload on SharpDX's Texture2D. Anyone know how I ...
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1answer
55 views

XNA Texture.GetData “Size of the data passed in is too large or too small for this resource.”

I am attempting to retrieve the color data for a given sprite located on a texture atlas by creating a new color and passing a source rectangle width and height for the given sprite. I am then passing ...
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1answer
57 views

How to handle input in Monogame

I've just switched over to MonoGame from XNA. Since MonoGame is supposed to have the same API (implying that any copied code should work as usual), I've run into a strange issue- input doesn't seem to ...
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0answers
34 views

How can I have an RPG character redirect / glance off stationary objects and keep going? [duplicate]

I am attempting to create an effect in a game that is identical to the effect I've shown in the attached gifs. Essentially, the character, when they are running or walking and hit an object that is ...
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1answer
87 views

Remove item after crafting

I'm having one last problem with my crafting system. Say an item takes 2 rocks, 1 twig, and 1 vine. When I craft the item, only 1 of each item is removed instead of the correct amount of items related ...
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1answer
53 views

Use of SpriteFonts without installing on host machine

I am working on a Windows game for my university project. In this project I am using a custom TrueType font which is not installed on any university computers. For submission my game is required to ...
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1answer
86 views

Ambient occlusion of cubes, a specific case

After much fiddling around and thinking I've got my AO working on my game engine as intended; except one specific case. When a block is nestled between others on two sides, but the corner block is ...
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1answer
49 views

Where does my .sav file default to in XNA 4.0 when using the StorageDevice class?

I am using the StorageDevice class built into XNA and am looking to delete my save file from the solution in my XNA game. I never specify where the save file is to save, and can't find the default ...
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1answer
86 views

Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?

I'm working on a snake game that has multiple game objects (snakes, apples, obstacles), and game modes (classic, adventure), that are DrawableGameComponents. Is it OK that I'm adding them as needed ...
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1answer
30 views

XNA - DrawIndexedPrimitives or DrawUserIndexedPrimitives?

When rendering primitives in XNA, does it matter if I use DrawIndexedPrimitives() versus DrawUserIndexedPrimitives()? RB Whitaker uses the former, while Reimer's uses the latter. From what I can ...
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1answer
42 views

Mouse state not acting as I intend it to

I am creating an inventory system. I have it working well, but for some reason when I pick up an item from a slot(lets say slot 2 of 20) and drop it into that same slot(slot 2) the mouse state fails ...
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44 views

HLSL - Binary operations

I'm trying to do binary operations with integers in the hlsl code. For example: int n = 10 & 15; Binary value of 10 = 1010 and Binary value of 15 = 1111. With this, n = 10, because (1010 & ...
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1answer
126 views

In a TPS, how to aim bullets to the direction the camera is pointing, but make the shooting from the player?

(In C#/XNA.) I mean, I can't find an answer nowhere. I'm trying to learn how to make a Third Person Shooter, especially like the one I found in a game called "M.A.R.S.", from Epic Games. I don't want ...
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1answer
110 views

Downsides of using this integration formula for movement?

So I read that Gaffron integration basics tutorial and noticed how the Euler integration method gives a small error over time. I implemented the RK4 and noticed that with constant acceleration, I ...
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1answer
55 views

RenderTarget2D moves with scene

I encountered a strange RenderTarget issue, in XNA/Monogame. I am currently updating my render target at every frame, just to test to see what is happening. When I move the camera around, the ...
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1answer
118 views

Is it Possible to create one equipment piece, and handle the manipulation programatically

I have a 2D game made in XNA-4.0. I am brainstorming on how to implement a system of equipment where I can draw one Texture, and rotate/scale it to my character's current animation without haveing to ...
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0answers
35 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
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1answer
70 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
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3answers
82 views

Handle many objects to draw in XNA

in my 2D engine - using XNA 4.0 - I´ve an issue with handling many objects. The way my engine works is that I only draw visible sprites (base objects) and ignore those sprites out of the current ...
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1answer
48 views

XNA tiling a sprite with a camera.viewmatrix in the Draw method

I'm looking for help fixing a small problem that I have with my XNA game project. I currently have: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, ...
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2answers
187 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
2
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1answer
140 views

XNA/MonoGame/SharpDX: Pixel shader with sprite sheet

I've searched around for two days now on the internet but cannot find a solution. I've also read up on Pixel Shaders on MSDN with no luck. I'm trying to apply a simple pixel shader to a sprite batch ...
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0answers
33 views

XNA: Working with primitives and tessellation [closed]

I was working with primitives in XNA (since I have limited knowledge with 3D and modelling), and I have 3 similar questions below: Question 1 I was reading up on terrain tessellation in an article ...
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0answers
31 views

Export into several files with custom XNA content pipeline?

In order to implement a basic Ubershader (a shader which is compiled numerous times with different directives (defines)) I wrote a custom shader processor in XNA. My processor outputs a dictionarry ...
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2answers
233 views

Processing periodical operations on the database [duplicate]

I program MMO strategy game (C# monogame) like Goodgame Empire or Travian for Windows Phone. The server part of the game will run on Windows Server and MS SQL database. I'm trying to figure out a ...
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1answer
50 views

Trying to implement bounding box collision

I've been trying to do collision detection using the Intersects() function with two rectangles. I've got a player and multiple enemy's. When the player intersects with an enemy a bool var is set to ...
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1answer
115 views

Voxel engine/vertexes: how to add more and more different textures during game runtime and change some of the blocks' faces?

It's difficult to ask this, but I'll try. The thing is: I asked before somethings about creating ramps and blocks with vertexes. [I'm using C#/XNA.] Explanation: now I got a chunk that has blocks ...
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1answer
288 views

Handling game-state updates in an MMO while the player is logged out

I have a plan to build MMO strategy game like Goodgame Empire or Travian for windows phone. I want program it in C# Monogame (because I have some good experiance with it). But I still can't figure ...
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1answer
43 views

Tilemap collision problem [closed]

I have a method here that returns true if a collision is detected between the player and tile. private bool CheckCollision() { foreach (CollisionTile tile in ...
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1answer
150 views

MonoGame SharpDX Error 'The Parameter is Incorrect' when using graphics.DrawUserPrimitives [closed]

Below is a small section of code that is meant to draw a multicolored triangle to the middle of the screen in a MonoGame game. This uses the basic function DrawUserPrimitives to draw the triangle. ...