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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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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. …
Dave Voyles's user avatar
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. …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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 …
Dave Voyles's user avatar
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
Dave Voyles's user avatar
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. …
Dave Voyles's user avatar
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 * …
Dave Voyles's user avatar