14,450 reputation
32970
bio website andrewrussell.net
location Brisbane, Australia
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visits member for 2 years, 10 months
seen 2 days ago
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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)

May
15
answered XNA Scale and Render Targets
May
9
awarded  Nice Answer
Apr
30
comment Why is my model flickering when translating
Does the flickering look like Z-fighting?
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.
Apr
28
answered XNA/MonoGame and Game Studio/MonoDevelop
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.)
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.
Apr
27
reviewed Approve suggested edit on Real cash gambling app
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.)
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.
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.
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).
Apr
24
revised Splitting tileset into individual tiles
added 38 characters in body
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).
Apr
24
reviewed Approve suggested edit on Splitting tileset into individual tiles
Apr
24
answered Splitting tileset into individual tiles
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
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 :)
Apr
23
awarded  Custodian
Apr
23
reviewed Leave Open Are hidden stats a good idea?