18,593 reputation
53687
bio website andrewrussell.net
location Brisbane, Australia
age
visits member for 4 years, 4 months
seen yesterday

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.

Spending too much time procrastinating on Stack Exchange? Or wish you could block the Internet for a while, but need to whitelist Stack Exchange? Check out my Kickstarter: Connect for a Reason.


My current game dev 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)

Jun
19
comment How can I move bodies in Farseer, using touch input?
@Homer_Simpson Well, debug it!
Jun
19
revised How can I move bodies in Farseer, using touch input?
added 35 characters in body
Jun
19
comment How can I move bodies in Farseer, using touch input?
That means that World.TestPoint is returning null - because the user is not actually touching a fixture in the world. So simply don't create a joint in that case. (I've updated my code to reflect this.)
Jun
18
answered How can I move bodies in Farseer, using touch input?
Jun
18
revised How can I move bodies in Farseer, using touch input?
edited title
Jun
18
comment How can I move bodies in Farseer, using touch input?
Not enough info. Also: You can probably make the sails from a single body with multiple fixtures, then use a single revolute joint.
Jun
16
comment Loading a stream/asset on Android MonoGame without ContentManager
@Den The Assets API (here) is part of Xamarin.Android, not MonoGame. "Assets", in this case, is not the same kind of thing as "Content" in XNA or "Assets" in Unity.
Jun
16
answered How can I limit the movement angle of a Farseer joint?
Jun
16
comment Loading a stream/asset on Android MonoGame without ContentManager
This should probably be on Stack Overflow (or in Xamarin's forums). There's nothing especially game-specific going on here.
Jun
16
revised Loading a stream/asset on Android MonoGame without ContentManager
Fixed title and tags
Jun
16
comment Spritesheet filesize gets huge after compiling
@ClassicThunder Specifically, the XNB format has a compression mode that is basically equivalent to zipping the file. By default it is only turned on in release builds. The setting is in your game project properties (not the content project itself), under "Content Build".
Jun
16
comment How do I align the matrix used in SpriteBatch and the matrix used in BasicEffect?
@EmirLima Yes, but usually that is not the objective. The objective in most cases - including the OP's case - is to line up with screen pixels in the same way that SpriteBatch does. See the links in my answer for more details (and note, of course, this applies to XNA and DirectX 9, but not to DirectX 10 and OpenGL).
Jun
15
comment Tile textures on 3D models. HLSL shader code maybe?
This will only give the OP's desired effect if their model's UVs extend beyond the 0-1 range. To get tiling without modifying the model, you'd need to also multiply UVs in the pixel shader, to get them to the desired range.
Jun
15
comment Pixel-Perfect Collision With Rotation
Official tutorial: xbox.create.msdn.com/en-US/education/catalog/tutorial/…
Jun
14
comment How can I create a seesaw with Farseer Physics Engine?
World.RemoveJoint
Jun
14
answered How can I create a seesaw with Farseer Physics Engine?
Jun
12
revised XNA 4: RenderTarget2D textures getting transparent on fullscreen
Removed incorrect option
Jun
12
comment XNA 4: RenderTarget2D textures getting transparent on fullscreen
And option 1 is actually incorrect. It allows you to set the render target back onto the device without clearing it. It has nothing to do with content-lost and does not solve that problem. (I have taken the liberty of editing the answer to reflect this.)
Jun
12
comment XNA 4: RenderTarget2D textures getting transparent on fullscreen
Option 2 is slow if you do it every frame. It's reasonably fast if you do it once at start-up. Your exception is because you're using the API wrong (ask a new question if you need help). Option 3 requires a handler on every render target that doesn't get refreshed every frame.
Jun
9
revised Shifting from XNA/C# to C++?
added 17 characters in body