261 reputation
19
bio website
location United Kingdom
age 23
visits member for 1 year, 8 months
seen Apr 14 at 19:07

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


Jan
31
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Yeah I was able to fix them, to counter the compilation thing, I've edited the updater to only actually overwrite if there are any changes. As far as I know the content pipeline will only recompile changed content. Another issue that I can't see a work around to though, is that deleting content outside of VS will cause the code to be unbuildable (missing asset error), so it doesn't even get the chance to run any pre-build macros to fixup the content project. :(
Jan
29
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Is there a reason the updater doesn't compile .mp3's or why it ignores .wav's completely?
Jan
27
comment XNA blurring moving images
Then you need to massively increase the scale of your positioning system. Positions should be 0 -> 1000 (roughly) rather than 0 -> 0.01f! A good place to start is +/- 1 unit per frame for movement and adjust from there.
Jan
27
comment XNA blurring moving images
That is the problem then! I've not worked with 3d so I don't know what to suggest.
Jan
27
comment XNA blurring moving images
Are model.Position.X (and Y) representing pixel coordinates or some kind of game world coordinates? Perhaps your model's position is being changed with very small values (value < 1) over time (time > 1sec).
Jan
26
comment XNA blurring moving images
That shouldn't be happening. Please will you edit your question to include how you store and set your object's position and how you trying to draw it.
Jan
18
comment XNA 2D Camera, zoom into player
You shouldn't create duplicate questions. (stackoverflow.com/questions/21203343/…). If you don't get an answer in one stackexchange site, you should delete it before asking the exact same thing on a different stackexchange site!
Jan
11
comment Scaling textures with nearest neighbour without having to use seperate sprite batches
Yeah, I feel like if you were in a position where you needed to alternative massively each frame it would be better just to pre-expand these images as extra files you ship with your game.
Jan
10
comment Scaling textures with nearest neighbour without having to use seperate sprite batches
I haven't marked this as the answer because, whilst I appreciate the insight, it hasn't really answered my question, specifically: "without having to use separate sprite batches". If no one else responds though, I'll make sure you get the bounty.
Jan
7
comment Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
Well, the idea behind my solution was that both the player and the game loop can update the camera. The game loop will always attempt to update the camera, but if the player has already called for the update in that frame, then the game loop call does nothing.
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
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
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
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?
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!
Oct
28
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Thanks, much appreciated!
Oct
26
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Are you able to share your tool for this and explain how to add this to a blank project? I have never done something like this before.