| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 3 months |
| seen | 6 hours ago | |
| stats | profile views | 141 |
|
May 13 |
comment |
What problems could occur if you make use of both the Monogame API and the underlying graphics API? I like this point. I think it would really make more sense to attempt to find an appropriate place within monogame to implement a feature than it would be to implement it specifically in your own game library. There are the obvious pitfalls of not understanding monogame properly and still implementing it incorrectly but that's another problem altogether. |
|
May 3 |
accepted | What problems could occur if you make use of both the Monogame API and the underlying graphics API? |
|
May 2 |
asked | What problems could occur if you make use of both the Monogame API and the underlying graphics API? |
|
May 1 |
revised |
When and why is a Pool class needed to hold objects? 5000 thousand is incorrect. Updated to simply 5000 |
|
May 1 |
suggested | suggested edit on When and why is a Pool class needed to hold objects? |
|
Apr 30 |
answered | What can I do to get audio into my game legally? |
|
Apr 30 |
comment |
Has piracy ever resulted in a developer getting shut down? Interesting item that I did not know about Demigod. I apparently purchased it late enough after release to miss this entirely. That being said, I think it still could have been successful if it weren't for its limited hero pool causing duplicate heros in a single match. |
|
Mar 27 |
comment |
Changing game controls using .txt file I think the real important take away here, even though its kind of confusing since Keys is already used in XNA, is you should really map your inputs to actions (Shoot is the real hint at this) and have a class that performs the conversion between Inputs and Actions. This class could be created using the technique described in the other answer. |
|
Mar 18 |
comment |
Why (SDL) animated filled-circle leaves trail of movement? I think I understand what you are getting at but if you could be clearer with what problem you are trying to solve, specifically what you don't like about the animation that would help. You'll want to update the title and the body of the question accordingly. |
|
Mar 15 |
comment |
An object twice as close appears twice as big? I have no clue what the answer is but I know how I could find out. Take some pictures of something. Maybe a piece of paper. Take them from different known distances and then do some math to calculate how much of the image is taken up by the piece of paper and determine the ratio by that. Could be a fun experiment! |
|
Mar 13 |
revised |
Moving a sprite towards an x and y coordinate added 565 characters in body |
|
Mar 13 |
answered | Moving a sprite towards an x and y coordinate |
|
Mar 5 |
comment |
Geometry shaders on Surface RT No clue. I've got a Surface RT to potentially test with though. I'd have clue about how to get something up and running on it but I'd be glad to help if I can somehow! |
|
Mar 3 |
comment |
Loading levels in XNA from XML I don't disagree that the IntermediateSerializer is a good way to go. I am supportive of using the content pipeline if desirable, but this approach is also valid. Many ways to skin a cat right? Also, from the exact article you linked to it states: "But there are also situations where XmlSerializer would be a better choice: Works on Xbox, so you can use it at runtime as well as during your content build; More flexible attributes for controlling whether data appears as an XML element or attribute; Supports XML schemas; Supports SOAP" - It's really all a matter of what you want to do with it. |
|
Mar 3 |
comment |
Loading levels in XNA from XML You might have to get more detailed with your specific use case, but I can confirm that using [XmlArrayItem] approach on this answer worked for me and loaded a child of Tile into my TileSet.Tiles list. stackoverflow.com/a/1643424/780148 |
|
Mar 3 |
comment |
Loading levels in XNA from XML Yup. I actually just used strings but the concept is the same :) |
|
Mar 3 |
comment |
Loading levels in XNA from XML Tiles have absolutely nothing to do with it. This concept can be applied to any sort of data structure. I explained these concepts in enough detail where you should be able to apply it to whatever your situation is. I am only going to provide you with an example. I will not write your code for you. |
|
Mar 2 |
comment |
Loading levels in XNA from XML Cool! I'll have to check out the link you provide because I'm not fully understanding what you did there but this looks like a pretty good alternative to my option though both answers would definitely get the job done. |
|
Mar 2 |
revised |
Loading levels in XNA from XML added 5 characters in body |
|
Mar 2 |
answered | Loading levels in XNA from XML |