457 reputation
313
bio website matt.scharley.me
location Australia
age 27
visits member for 3 years, 10 months
seen Jan 25 at 6:00

Email: matt@scharley.me
Website: matt.scharley.me
Twitter: @mattscharley
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Sep
2
comment C# Top down movement limitation
@Byte56: Using a graphic does make sense for the purpose of actually generating the data though. You can just overlay one over the top in your graphics program of choice and work with that visually. Whether you use a texture in memory though, or load the texture, then translate that to the bool array though is something else to decide.
Sep
2
comment XNA: Questions regarding games architecture
As an aside, I still have lots of public properties on the Game object. They just happen to be accessed via interfaces that get pushed into Game.Services which then gets passed around to everything to get what they need out of again.
Sep
2
comment XNA: Questions regarding games architecture
@Andrew: I recently refactored my game so that it was entirely based on services instead of public/static properties. Why? Testability. It's near impossible to switch things out with the property approach, whereas it's trivial if everything is initialised with a IServiceProvider that can be stuffed with anything the class needs by your testing method. It also avoids the need to instantiate the Game object itself in your test, which gets messy very quickly.
Aug
25
awarded  Citizen Patrol
Aug
24
comment XNA Webcam video
That tutorial is a bit off, but I used it as the basis for my answer here, which is for 4.0: gamedev.stackexchange.com/questions/16206/… It covers rendering to a RenderTarget2D, then how to to render that to the screen (ie. exactly the same as any texture)
Aug
23
awarded  Self-Learner
Aug
23
comment Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?
I may be misunderstanding what you are suggesting, but as a matter of security, your game shouldn't be connecting directly to your database anyway, so connection count shouldn't matter. If your game can connect, then so can anyone else. You also probably shouldn't be opening a new connection from your game server to the database for every player who connects.
Aug
23
comment Can world depth be achieved in a side scroller?
There was also at least one really early Zelda installment that used a mixed overhead map with a side-scrolling view for dungeon type areas. I forget which one now though, hence no link. I think it was SNES era though. Edit: It was Zelda II for NES: en.wikipedia.org/wiki/…
Aug
22
accepted How to get map tiles to line up nicely?
Aug
21
comment Configuration management in XNA
@Andrew: If you're using the built-in types then yeah, that can be quite easy. If you are doing your own processing/writing/reading from the pipeline though, which is a lot easier/cleaner than trying to handle reading XML in game in my opinion, it'd be a bit harder unless they could hook into that process also. Which is still possible, but significantly harder.
Aug
21
awarded  Critic
Aug
21
comment How to get map tiles to line up nicely?
It does in fact seem to be something to do with the spritesheet. A fully whited out sprite sheet works perfectly, however if I simply white out a single square, then it goes back to showing lines. No idea what could be causing this, but my solution seems to work, and if the slight overhead of the two-pass rendering gets too much, then I'll address it then.
Aug
20
comment How to get map tiles to line up nicely?
@bobobobo: On a whim, I double checked. There is a tiny amount of transparency on the 80th pixel. I went back in time to before I did my fix and tried patching up those pixels, but still no luck, so the black lines aren't caused by transparency.
Aug
20
comment How to get map tiles to line up nicely?
@bobobobo: Sure, here. I know that the spritesheet is poorly done because I blew up a smaller one to get the size I wanted. There's a little bleed between the squares which explains the vertical lines being shown on both screenshots. It's the horizontal black lines that I'm interested in with this question.
Aug
20
awarded  Teacher
Aug
20
comment How to get map tiles to line up nicely?
Doesn't seem to be working. I may be setting it incorrectly though. I'm using XNA 4.0, if you can advise how I should be setting this, then that would be good.
Aug
20
answered How to get map tiles to line up nicely?
Aug
20
awarded  Commentator
Aug
20
comment How to get map tiles to line up nicely?
Where do you set this so that I can try it out? You just linked to the enumeration, but not where it is used.
Aug
20
awarded  Talkative