7,174 reputation
1740
bio website scott-franks.com
location Washington, D.C.
age 24
visits member for 3 years, 11 months
seen 5 hours ago

Apr
23
comment Sharing Tiled Maps
I'm voting to close this question as off-topic because question is not about game development.
Apr
11
comment How can I use XNA with Visual Studio Express 2013 for Windows?
The above worked fine for me on Windows 8. However since XNA is no longer supported I would recommend MonoGame or (My personal favorite)FNA as an alternative. Identical framework so all XNA tutorials would still be applicable. github.com/flibitijibibo/FNA
Apr
5
comment How to get the MonoGame Templates working with Visual Studio C# 2013 Express?
Did you run the installer here monogame.net/2015/03/16/monogame-3-3-2?
Mar
11
comment Issue with rotating particle effects with DrawUserPrimitves
Your link is broken.
Mar
11
comment Apply shader to only a part of a sprite
@Silveor Uploading an example is awesome. I would recommend uploading it to Github since it allows people to view and reference the code w/o downloading it.
Mar
9
comment How do I implement realistic recovery from weapon recoil?
@FrontEnd From a few minuets of googling it appears both COD and BF use an acceleration based system for both the recoil and the recovery so I would assume the unit is radians/(seconds^2). Also the recovery acceleration increases over time though it never quite matches the recoil acceleration.
Mar
2
comment Is sidescroller movement just offsetting the background?, MonoGame/XNA
david-gouveia.com/portfolio/…
Feb
25
comment Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
@William'MindWorX'Mariager That works only if the sort mode is SpriteSortMode.Immediate.
Feb
25
comment Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
Create a second SpriteBatch Begin/End combo...
Feb
25
comment Why are Texture2d arrays so expensive?
Does testTextureArray[i] reference the same texture that testTexture1 references? Anyway if you don't mind releasing the project with the test case I'm sure one of us can figure out what exactly is happening.
Feb
8
comment How to handle transparent pixels in a spritesheet
Is this a problem if the sprites are all the same size and aligned properly before the packing?
Feb
8
comment DynamicSoundEffectInstance get volume, pitch for each frame XNA
"I recorded the speech using the DynamicSoudnEffectInstance class" That makes no sense to me, from what I know you have to create the DynamicSoudnEffectInstance from an audio buffer, so that means you have the raw data to do with what you will already. If you are looking to do anything more than play back audio XNA isn't going to help you. Use one of the many .net libraries made for the purpose.
Feb
6
comment SpriteBatch passing textures to GPU
From my understanding the driver will not send the texture across if its already loaded into the GPU and it will stay loaded until displaced. So if you use 1 and only 1 texture it should be sent once and that is it. Leaving this as a comment because I'm not 100% sure so more knowledgeable users feel free to chime in.
Feb
5
comment Is there a way to scale a texture via GPU rather than by CPU?
Scaling via drawing to the Rendertarget using a sprite batch overload leverages the GPU. I don't think XNA has CPU scaling functionality built in. Very confused as to what you're asking.
Jan
29
comment function of spriteBatch and Game1.draw method in XNA
github.com/flibitijibibo/FNA This is an port of XNA to SDL2 using an idential API.
Jan
29
comment function of spriteBatch and Game1.draw method in XNA
directxtk.codeplex.com This is basically a port of the XNA framework to C++ developed by authors of the origional XNA framework.
Jan
29
comment AssetBundles for sprites, or download the images from my server?
I would assume the AssetBundle is doing things like creating minimaps and has some metadata to store since it seems to manage the caching for you. You can use your debugger to drill into the specific instances though and view what data is stored. The documentation doesn't seem to go into adequate detail.
Jan
21
comment XNA sound effect loop cancel
Have you tried SoundEffectInstances.Stop();?
Jan
7
comment Xna 2d texture antialiasing
gamedev.stackexchange.com/questions/21666/…
Jan
2
comment How can I make A* finish faster when the destination is impassable?
@Steven Thanks I was sure I wasn't the first person to think of such an approach but didn't know what it was called. Makes taking advantage of preexisting research much easier.