2,145 reputation
921
bio website jgallant.com
location Canada
age 33
visits member for 3 years, 2 months
seen 2 days ago

I am a professional programmer. I enjoy making games.

My Homepage: http://www.jgallant.com


Dec
15
accepted Unity Android Orientation Bug in Auto Rotate
Nov
26
answered Unity Android Orientation Bug in Auto Rotate
Nov
25
asked Unity Android Orientation Bug in Auto Rotate
Oct
25
awarded  Yearling
Oct
24
comment Layers with parallax in a game with zoom out by a transformation matrix
Can you post your camera view matrix code?
Oct
18
comment How to setup a particular blend state where the alpha channel is additive?
Try drawing to your rendertarget using BlendState.NonPremultiplied
Oct
18
comment How to setup a particular blend state where the alpha channel is additive?
Ok, you may have to set the Pre-multiply Alpha attribute of your texture, to false. I've had issues in the past when trying to do additive blending. Take a look here for more details: blogs.msdn.com/b/shawnhar/archive/2010/04/08/…
Oct
18
comment How to setup a particular blend state where the alpha channel is additive?
Have you tried setting the BlendState in your spritebatch initialization? BlendState.Additive?
Oct
17
comment How do I handle rope physics with fixed ends and a sliding weight?
Looks to me like the rope is just rendered after the fact. You have three main nodes, the player, and the two rockets. The player's position is adjusted based on the position of the rockets, seems to be a minimum distance from the bottommost rocket. The rope is probably drawn on after, with some gravity/velocity effects, making it connect to the three nodes. You can easily create a rope like this, by attaching a bunch of nodes together at a min/max distance to fake the rope slack. jgallant.com/images/ropetest.gif
Oct
13
comment Odd Behaviour XNA Game Component
I've had a similar problem, and it was because I had to re-initialize the camera with the graphics device. If you are using a camera for rendering your drawings it might be something worth looking into.
Oct
13
comment Odd Behaviour XNA Game Component
Can we see your SceneManager code?
Oct
7
revised Enemy clones don't target player
added 110 characters in body
Oct
7
comment Enemy clones don't target player
As far as I know, you will need to assign the Transform in code. You might be able to do some sort of deep clone, but I don't know how to do this. I'll update the answer to show an example.
Oct
6
answered Enemy clones don't target player
Oct
6
comment How to draw a diagonal fade-in and fade-out?
Yeah I figured, I opted to present this solution in case it was a viable option to you. In the case of a diagonal fade, it would be a lot easier to generate the texture in a paint application. Unless you are up for the challenge of generating them yourself, which could be very rewarding.
Oct
6
answered How to draw a diagonal fade-in and fade-out?
Oct
5
accepted RenderTarget2D moves with scene
Oct
2
revised RenderTarget2D moves with scene
deleted 102 characters in body
Oct
2
answered RenderTarget2D moves with scene
Oct
2
asked RenderTarget2D moves with scene