18,884 reputation
53788
bio website andrewrussell.net
location Brisbane, Australia
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visits member for 4 years, 10 months
seen 2 days ago

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.


I am currently lead engine developer for River City Ransom: Underground.

My other game dev project - currently on hold - is Stick Ninjas, a 2D multiplayer platformer-shooter. There is 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
17
comment Positioning a sprite in XNA: Use ClientBounds or BackBuffer?
They seem to be using the term "screen coordinates" to name the coordinate system that I usually call "client coordinates". I think my terminology is more precise, but it doesn't really matter. However the documentation is (strictly speaking) incorrect where it says "back buffer". It should read "viewport". The reason for the inaccuracy is probably to simplify things for an introductory article.
Jun
17
answered Positioning a sprite in XNA: Use ClientBounds or BackBuffer?
Jun
12
awarded  Civic Duty
Jun
10
comment Loading class instance from XML with Texture2D
See also this answer: stackoverflow.com/questions/6783131/…
Jun
10
comment Loading class instance from XML with Texture2D
It's worth pointing out that there is a way to make this work "nicely", where the ContentManager will load and manage your texture for you. But it's pretty damn complicated - some might say not worth the effort (given that Blau's solution is almost as good). It involves having Texture2DContent at build time and Texture2D at runtime, and messing about with ExternalReference. Sadly I can't seem to find the code I had for this - so I can't put together an answer for you. Perhaps someone else has this working?
Jun
9
comment Loading class instance from XML with Texture2D
It's worth pointing out that, if you remove the Texture2D field from the class and the XML, in a properly set up set of projects, everything else works fine.
Jun
9
comment Loading class instance from XML with Texture2D
I've given your question a better name - the tricky bit is the Texture2D.
Jun
9
revised Loading class instance from XML with Texture2D
Renamed question
Jun
9
answered How do I draw shape distortion with a Texture2D in XNA?
Jun
8
awarded  Caucus
May
31
awarded  Enlightened
May
31
awarded  Nice Answer
May
3
awarded  Great Question
Apr
6
awarded  Announcer
Apr
6
awarded  Nice Answer
Mar
8
revised Is the viewport meant to be an absolute representation of where the underlying device is drawing?
edited body
Mar
8
revised Is the viewport meant to be an absolute representation of where the underlying device is drawing?
added 1 characters in body
Mar
8
answered Is the viewport meant to be an absolute representation of where the underlying device is drawing?
Mar
7
comment Why are there lines in between my tiles?
There was just recently a question on a similar topic that may be worth reading too.
Mar
7
reviewed Approve Why are there lines in between my tiles?