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

learn more… | top users | synonyms

0
votes
1answer
59 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
votes
1answer
120 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 ...
1
vote
1answer
207 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 ...
0
votes
1answer
93 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 ...
2
votes
1answer
55 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 ...
3
votes
2answers
374 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 ...
0
votes
0answers
98 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 ...
1
vote
1answer
89 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 ...
1
vote
1answer
162 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 ...
1
vote
1answer
94 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 ...
0
votes
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 ...
0
votes
1answer
176 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 ...
1
vote
1answer
61 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 ...
1
vote
1answer
137 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 ...
1
vote
1answer
63 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 ...
2
votes
1answer
105 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 ...
1
vote
1answer
64 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 ...
0
votes
1answer
48 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 ...
0
votes
0answers
60 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 & ...
1
vote
1answer
229 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 ...
1
vote
1answer
118 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 ...
1
vote
1answer
63 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 ...
1
vote
1answer
144 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 ...
0
votes
0answers
61 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 ...
2
votes
2answers
206 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 ...
1
vote
3answers
102 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 ...
0
votes
1answer
93 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, ...
2
votes
2answers
261 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
votes
1answer
208 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 ...
1
vote
0answers
57 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 ...
1
vote
0answers
36 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 ...
2
votes
2answers
255 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 ...
1
vote
1answer
60 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 ...
1
vote
1answer
152 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 ...
2
votes
1answer
309 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 ...
0
votes
1answer
49 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 ...
1
vote
1answer
461 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. ...
0
votes
0answers
67 views

Speeding up Recursive Quad-Tree iteration

I've got a problem in regards of runtime speed in XNA. I've built up a Quad-Tree where each node stores the 3 positions of a triangle, which forms a Icosahedron and its subdivided triangles. My aim is ...
3
votes
3answers
186 views

Can you offset the horizontal flip in SpriteEffects XNA?

As the title suggests I need to know if there is a way to offset the SpriteEffects.FlipHorizontally component in the XNA draw method. My reason for this is the sprite I am attempting to flip is not ...
0
votes
1answer
129 views

C# XNA Rectangle.Contains returns false? [closed]

I am creating a simple XNA game. My mainMenu class contains a list of strings for menu options wich I draw on the scren using spriteBatch.DrawString. I've set Vector2 variables to controll the ...
1
vote
0answers
119 views

Collision detection implementation suggestions

I'm working on a simple 2D game involving a rotating octagonal ring where a sphere sprite moves up/down avoiding objects as the ring rotates faster and faster. I'm having a difficult time with the ...
0
votes
0answers
158 views

2D Vector Graphics in XNA

I'm here today to ask about Vector graphics in XNA, my first question being whether it is possible or not. The only other question on here that I have seen in relation to this is simply asking which ...
1
vote
3answers
134 views

Is this way of making an XNA game window borderless safe to use for various Windows PCs?

I have found a way to simply make an XNA 4.0 game's window borderless. Here is the code from the article: IntPtr hWnd = this.Window.Handle; var control = System.Windows.Forms.Control.FromHandle( hWnd ...
0
votes
2answers
84 views

HLSL Shadow Mapping occurs only around player

I've recently begun playing around with Monogame (OpenSource "remake" of XNA). My current task is to write a simple shadow mapping shader. After following Riemer's XNA Tutorial I got the shadows to ...
2
votes
1answer
150 views

How can I simulate a magnet that attracts a ball in a 2D enviroment?

I am making a top-down game where you have to move a ball from point A to point B. You are attracting the ball using magnets that are standing still. The ball needs to get pulled by multiple magnets. ...
0
votes
2answers
153 views

Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?

My question is quite simple, but the answer may be not. I am studying and making a voxel engine, generating block vertices around its center position with TriangleList primitive at C#/XNA. The ...
0
votes
1answer
93 views

Creating refraction map problem [closed]

I'm reading riemers tutorial on how to make a water effect and trying to translate it from xna 3 to xna 4. So far I figured out I have to create a shader in order to clip the planes for my refraction ...
2
votes
2answers
134 views

Multi-colored text and kerning

Drawing multi-colored text or highlighted text in XNA/MonoGame is pretty annoying, and the standard way I've seen to do it is to just to make multiple SpriteBatch.DrawString calls, and place them ...
0
votes
2answers
141 views

Vertical Collision Detection, Falling Through Ground

After much work trying to learn collision system theory and apply it, I've got my collision system working for the most part. The player can collide horizontally with no issue, sliding against walls, ...
1
vote
1answer
98 views

Inventory management syncronized network

I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here. ...