261 reputation
110
bio website
location United Kingdom
age 23
visits member for 1 year, 11 months
seen Jul 27 at 17:50

Hobbyist programmer and game developer. Mainly working with C#/XNA with plans to learn C++ in the future.


Jan
7
revised Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
added 67 characters in body
Jan
7
asked Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
Jan
7
revised Scaling textures with nearest neighbour without having to use seperate sprite batches
added 90 characters in body; edited title
Jan
7
comment Scaling textures with nearest neighbour without having to use seperate sprite batches
Worded badly, I actually meant I don't want all of my sprites using nearest neighbour. Question edited.
Jan
6
awarded  Promoter
Jan
6
comment Matrix transforms with SpriteBatch overloading - how do you rotate/zoom around a point?
@Michael.P You are exactly right, the origin is based off of the scale, I needed to use the center of the screen regardless of the same scale instead. How you were able to notice that is a mystery to me! Thank you. Josh Petrie has marked this as a duplicate when my problem had nothing to do with the duplicate's answer, in any case, I wouldn't have been able to fix my problem reading the duplicate. If he changes it back you should answer it so I can I mark this as answered!
Jan
6
comment Matrix transforms with SpriteBatch overloading - how do you rotate/zoom around a point?
Exact same issue!
Jan
6
revised Matrix transforms with SpriteBatch overloading - how do you rotate/zoom around a point?
edited body
Jan
6
asked Matrix transforms with SpriteBatch overloading - how do you rotate/zoom around a point?
Jan
5
comment How can I provide a scrollable inventory list?
Are there any limitations of ScissorRectangle? This is the first time I've heard of it. If I was doing this I would have probably drawn the entire contents to a diferent render target then used the Rectangle? sourceRectangle overload of SpriteBatch.Draw() to achieve the same thing.
Jan
4
asked Scaling textures with nearest neighbour without having to use seperate sprite batches
Jan
3
awarded  Yearling
Jan
3
accepted What's wrong with using a static class to load and expose all of my assets?
Jan
2
comment What's wrong with using a static class to load and expose all of my assets?
I'm sure I will at some point :) Thanks for the response, I don't want to mark this as answered yet so that other potential responders won't consider the matter closed but I will definitely be taking your advice going forward.
Jan
2
comment What's wrong with using a static class to load and expose all of my assets?
"this method makes it obvious when you start to introduce dependency creep: when you find that you need to pass the asset bank reference to everything in your game" This is exactly what I wanted to combat, what are the non-static ways of tackling this?
Jan
2
comment What's wrong with using a static class to load and expose all of my assets?
Can this functionality be adequately provided by a static class though?
Jan
2
revised What's wrong with using a static class to load and expose all of my assets?
added 172 characters in body
Jan
2
asked What's wrong with using a static class to load and expose all of my assets?
Dec
23
accepted Implementing a Random Picker by Supplying an Outcome Table (Similar to a Drop Table)
Dec
23
comment Implementing a Random Picker by Supplying an Outcome Table (Similar to a Drop Table)
Thanks - this will certainly get me started. I going to expand on it and have a .FromFile() method so I can write it in the form I want!