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XNA is a game framework by Microsoft that allows deployment for Windows, Windows Phone & Xbox 360.
0
votes
2
answers
171
views
GameStateManagement and inputs not being recognized
EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in …
3
votes
5
answers
1k
views
GameplayScreen does not contain a definition for GraphicsDevice
Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for …
4
votes
1
answer
389
views
Paddle will not *continue* to move, pong game, XNA
I'm making a pong game, and my paddles no longer continue to move after holding down the left thumbstick or dpad down. It simply moves once with each press. I think it is because I'm not checking for …
1
vote
2
answers
1k
views
Simple collision detection for pong
I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling o …
1
vote
3
answers
1k
views
Implementing a switch statement based on user input
I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits f …
2
votes
2
answers
2k
views
Loading levels from .txt or .XML for XNA
In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. …
2
votes
5
answers
489
views
Particle System in XNA - cannot draw particle
I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. …
2
votes
Particle System in XNA - cannot draw particle
I figured it out. Thanks guys, I learned a bit from your answers nonetheless.
I was trying to draw the particles in the wrong class. Instead of MenuScreen it should have been done in BackgroundScreen …
2
votes
3
answers
1k
views
Creating a new instance, C#
EDIT: I've added bits of my GameplayScreen class so that you can see how my ball and bats are initialized.
This sounds like a very n00b question, but bear with me here:
I'm trying to access the posi …
0
votes
Accepted
Using elapsed time for SlowMo in XNA
I thought I had answered this the other day, but I guess it didn't go through for some reason.
Thank you all for taking the time to help me. My problem was that I had two floats for determining how q …
0
votes
1
answer
169
views
Cannot build project for Xbox, using XNA
I'm trying to build a project for Xbox, and when I try to Package as an XNA Creator's Club Game I receive the following errors:
The best overloaded method match for 'Pong.MessageBoxScreen.MessageBoxScreen …
1
vote
4
answers
1k
views
Using elapsed time for SlowMo in XNA
I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. … void UpdatePosition(Ball ball)
{
size.X = (int)Position.X;
size.Y = (int)Position.Y;
}
While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA …
5
votes
2
answers
487
views
How do I properly use String literals for loading content?
I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. …
1
vote
Pong Collision Help in C# w/ XNA
The most efficient way I've found to do this exact thing in my game is by inserting this code:
public void BatHit(int block)
{
if (direction > Math.PI * 1.5f || direction < Math.PI * …