50 reputation
7
bio website califergames.com
location Salt Lake City, UT
age 32
visits member for 1 year, 10 months
seen Apr 30 at 22:36
stats profile views 12
I like to make games or programs that I think will be useful. I also speak Japanese.

4h
awarded  Popular Question
Apr
18
awarded  Teacher
Jan
26
comment How to get smooth circular input from a thumbstick in XNA?
Thanks for the information about the MadCatz returning 1,1 in the corners. I read your article but it mainly just says to use GamePadDeadZone.Circular for multidirectional games. I state in my question that I am already using GamePadDeadZone.Circular.
Jan
25
accepted How to get smooth circular input from a thumbstick in XNA?
Jan
25
comment How to get smooth circular input from a thumbstick in XNA?
Holy crap, you're totally right! All the funky stuff happening is because of stuff I added before I knew about GamePadDeadZone.Circular. Removed all that and it worked like a charm. I feel so dumb. >_<
Jan
25
asked How to get smooth circular input from a thumbstick in XNA?
Jul
13
awarded  Supporter
Jul
13
accepted Using a Viewpoint and a RenderTarget2D in XNA
Jul
13
answered Using a Viewpoint and a RenderTarget2D in XNA
Jul
6
awarded  Editor
Jul
6
revised Using a Viewpoint and a RenderTarget2D in XNA
added 67 characters in body
Jul
6
comment Using a Viewpoint and a RenderTarget2D in XNA
Some additional info. Commenting out the following lines gives me a centered view. GraphicsDevice.SetRenderTarget(rendertarget); GraphicsDevice.SetRenderTarget(null); spriteBatch.Draw(rendertarget, Vector2.Zero, Color.White); And it also makes the background viewport actually be black, as it should be. As it is now, I'm getting a blue-ish background.
Jul
6
asked Using a Viewpoint and a RenderTarget2D in XNA
Jul
6
awarded  Scholar
Jul
6
accepted Using a shader messes up my alpha in XNA
Jul
6
comment Using a shader messes up my alpha in XNA
Sorry for the late response. Post-process was exactly what I needed!
Jul
2
comment Using a shader messes up my alpha in XNA
Thanks for the advice! What is the difference (code-wise) between a regular shader like I'm using and a post-process pixel shader? Is it simply that I only run it when I'm displaying the render target after everything's been drawn to it? Also, I was under the impression that changing gamma wasn't available in XNA 4.0. Is there a way that you know of?
Jul
1
awarded  Student
Jul
1
asked Using a shader messes up my alpha in XNA
Jul
1
awarded  Autobiographer