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XNA is a game framework by Microsoft that allows deployment for Windows, Windows Phone & Xbox 360.
4
votes
Accepted
Creating a new instance, C#
It sounds like you have your game working, which means you have an instance of bat and ball somewhere in your code (Game1.cs or its equivalent), I assume.
If you need your ball object to react to the …
6
votes
Accepted
Resurrecting XNA 3.0 projects
While the XNA GameStudio frameworks can be installed side-by-side on the same Windows system, I don't think XNA GameStudio 3.x will work with Visual Studio 2010. … As a matter of fact, I have XNA 3.1, 4.0, and Visual Studio 2005, 2008, and 2010 all installed on my box right now. …
3
votes
Accepted
Implementing hitbox polygon
This seems like a good place to use Composition.
Give the Entity your Polygon class as a property and update it whenever the entity moves.
public class Entity {
public Polygon Hitbox { get; pr …
4
votes
Accepted
Xna performance
The XNA Framework is perfectly capable of building any type of game. If I were you, I would worry more about building a game first, rather than how well it will run once built. …
0
votes
How can I improve my isometric tile-picking algorithm?
After taking a closer look at the programmed algorithm and what I had on paper, I had left out a modification on the Y-axis before the conversion. I needed to subtract half of the tile height during …
5
votes
2
answers
5k
views
Is there a simpler way to create a borderless window with XNA 4.0?
When looking into making my XNA game's window border-less, I found no properties or methods under Game.Window that would provide this, but I did find a window handle to the form. … Is there a built-in way to do this in XNA that I'm missing? …
6
votes
Techniques for separating game model from presentation
For 2D games in XNA, this is already done for you with SpriteBatch.
You may want some sort of an interface, for example, IDrawable, that each of your render-able objects will inherit from. …
0
votes
Should I be worrying about limiting the number of textures in my game?
I'd like to design my XNA GUI along the same lines, but using
overlapping Textures instead of windows
This is a bit of a tangent on your actual question, but bear with me. …
4
votes
4
answers
5k
views
How can I improve my isometric tile-picking algorithm?
I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp.
I have co …
0
votes
Accepted
Possible to draw a select portion of a render target? (in XNA)
Is it possible to, after drawing a scene to a RenderTarget2D, only
draw a select portion of the RenderTarget2D, if I don't want the
entire thing?
I believe so.
This is mostly speculation (wi …
5
votes
1
answer
927
views
How do I calculate the boundary of the game window after transforming the view?
It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. …
4
votes
UI mockups to the code
The solution is quite simple and is used by a great number of games. All you have to do is treat your fonts as if they were sprites.
Have your designer draw out the entire range of numbers and lette …
0
votes
XNA 4.0: 2D Camera Y and X are going in wrong direction
All of my Camera classes start with this as a base:
public class Camera {
private Vector2 position = Vector2.Zero;
public float Left {
get { return position.X; }
set { posi …
1
vote
How many BasicEffects do you have in a Game? What is the best way to render multiple objects...
mesh.Draw();
}
base.Draw(gameTime);
}
This tutorial might help you make sense of loading and drawing 3D models with XNA:
http://msdn.microsoft.com/en-us/library/bb197293(v=xnagamestudio.31). … this.Texture = t;
}
...
}
It seems as though you can also use the Effect class to apply a texture as well:
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Textures.php …