| bio | website | andrewrussell.net |
|---|---|---|
| location | Brisbane, Australia | |
| age | ||
| visits | member for | 2 years, 10 months |
| seen | 2 days ago | |
| stats | profile views | 1,257 |
Hi! I am Andrew Russell. I'm an indie game developer from Australia. I'm a Microsoft MVP for XNA/DirectX.
Visit my blog at AndrewRussell.net or follow me on Twitter @_AndrewRussell.
My current project is Stick Ninjas A 2D multiplayer platformer-shooter. I'm doing a weekly DevLog video series about it, which you can watch on YouTube.
My previous projects include:
- ExEn, a cross-platform port of XNA that runs on iOS, Android and Silverlight
- Light Blocks: cross-platform falling-block game to demonstrate ExEn
- Dark: A 2D physics-platformer with fancy lighting effects (PC and Xbox 360)
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May 15 |
answered | XNA Scale and Render Targets |
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May 9 |
awarded | Nice Answer |
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Apr 30 |
comment |
Why is my model flickering when translating Does the flickering look like Z-fighting? |
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Apr 28 |
comment |
XNA/MonoGame and Game Studio/MonoDevelop To be fair, MSBuild will do incremental builds via the command line, just like VS. Not sure about MonoDevelop. |
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Apr 28 |
answered | XNA/MonoGame and Game Studio/MonoDevelop |
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Apr 28 |
comment |
XNA/MonoGame and Game Studio/MonoDevelop You dislike IDEs?? Programming without an IDE is insane. Especially if you have the choice of Visual Studio. This isn't HTML. If you are somehow more effective without IntelliSense, you are a very strange person indeed. If you are more effective without a GUI debugger... well... I simply don't believe you. (I've used the command line debugger for C#, and it's not pretty. And if you're stuck doing "printf" style debugging... don't.) |
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Apr 28 |
comment |
Program closes without Exception @FullMetal In your Program.cs file (as per the template), you can wrap game.Run(); in a try/catch block to the same effect. |
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Apr 27 |
reviewed | Approve suggested edit on Real cash gambling app |
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Apr 25 |
comment |
Splitting tileset into individual tiles The only thing that I can think of is that you've somehow inadvertently removed the alpha channel from the image. Possibly by opening it up in an image editor that doesn't support transparency (like Microsoft Paint) and then saving it again. Try downloading the image fresh again, and testing it in a fresh XNA project with my above code. (If you need a better image editor, try Paint.NET or The GIMP.) |
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Apr 25 |
comment |
DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection? Just a note, taking a ref of a built-in type (like int, float, etc) does not box. Only casting it to an object will box. |
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Apr 25 |
comment |
DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection? @Philipp Don't be so sure - game networking has some fairly specific requirements and differences, compared to other kinds of serialization. |
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Apr 25 |
comment |
Splitting tileset into individual tiles The white background, as in your screenshot? I'm not sure how you introduced that. I couldn't find the cause in your source code with a brief glance. And it doesn't happen in the code I've posted above (assuming a standard method of loading the original png with the content pipeline). |
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Apr 24 |
revised |
Splitting tileset into individual tiles added 38 characters in body |
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Apr 24 |
comment |
Splitting tileset into individual tiles I'm not sure this really solves the problem - most of that sprite sheet is interactive stuff (monsters, loot, icons, graphs, etc). |
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Apr 24 |
reviewed | Approve suggested edit on Splitting tileset into individual tiles |
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Apr 24 |
answered | Splitting tileset into individual tiles |
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Apr 24 |
comment |
Splitting tileset into individual tiles You shouldn't be "splitting" them like this - keep them in the one texture and use the sourceRectangle parameter to SpriteBatch.Draw |
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Apr 24 |
comment |
synchronizing view state between nodes in a rendering cluster Thrilled to hear it works :) If you can, you should post a demo to YouTube or something :) |
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Apr 23 |
awarded | Custodian |
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Apr 23 |
reviewed | Leave Open Are hidden stats a good idea? |