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Apr
29
comment Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
I also answer "You must still decide, if you want to map from system A to system B or from B to A and what the consequences are, if there are any." by saying you should use an arbitrary one not tied to resolution and scale from it. So C -> A or C -> B depending on if A or B is the resolution. Of course you can have C equal a base resolution you design for and scale from there. Point is all math happens in the same coordinate system and you only scale for the rendering.
Apr
29
comment Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
"Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?" is answered by "it's smart to use matrices to translate between the two coordinate systems"...
Apr
29
comment Getting XNA 4.0 running on VirtualBox?
blogs.msdn.microsoft.com/shawnhar/2010/07/19/…
Mar
25
comment How do I ensure a piece of code runs only once?
I actually find this kinda of funny as I don't think it falls within "game-specific programming issues". But I never really liked that rule.
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
"The correct way to structure pretty much any game is to have a strict separation between drawing and updating code. Both share the same state information, but their responsibilities are very different: Update reads inputs, modifies the game state, and never touches the graphics device. Draw reads but does not modifiy the game state, and has no access to inputs" Also credited to Shawn Hargreaves.
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
blogs.msdn.com/b/shawnhar/archive/2007/07/25/…
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
It sounds like you are putting logic code in the Draw function instead of the Update function. The update function gets called a set number of times (as dictated by the TargetElapsedTime) even if that requires dropping Draw calls.
Dec
14
comment XNA Advanced font rendering (outline, shadows, etc)
The best thing to do (unless you need the effect to be dynamic) is to use a sprite texture and just edit the image directly. See dylanwilson.net/bmfont-rendering-with-monogame-extended.
Nov
23
comment Can I use a BlendState object to emulate a draw call's blending color?
Additive blending should do what you are trying to achieve.
Jul
29
comment Check if body is on the ground
Box2D calls them sensors.
Jul
21
comment How to get rid of jerky movement in scrolling? C# / XNA
Try graphics.IsFullScreen = true; otherwise the issue is most likely due to the GPU being shared.
Jul
10
comment Isometric Tile Selection with rectangular bounding boxes
possible duplicate of Isometric rendering and picking?
Jul
6
comment Change in direction should slow down object and accelerate in new heading (2D grid-based)
Look into basic 2d physics. Sounds like all you need to do is apply acceleration to you velocity vector.
Jul
1
comment What's the economical design difference for a global auction house or seperate auction traders?
I do not know enough about ESO to tray and answer the question. However, I can go in great depth about the EVE Online economy and how the economy would change if there was a single point of buying/selling. Would that be on topic?
Jun
23
comment In MonoGame, how can I disable font anti-aliasing?
@asafafas XNA fonts are simply images. Load the image file in photoshop, set the smoothing to none, then load it up in your content project.See web.archive.org/web/20140812180813/http://www.nubik.com/….
Jun
20
comment In MonoGame, how can I disable font anti-aliasing?
What does the font actually look like? Are you hoping for a way to make a regular font look like the one on the bottom? If you have the text on the bottom as a font and are drawing it without re-sizing it then it should look like the text on the bottom.
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.