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I’m not an expert. I only just recently got into modding using Blender. I had a similar issue with a custom model I imported into MonoGame using FXB format. What fixed it for me was downgrading to Blender 2.79b. In 2.8, Blender stopped supporting the FXB 7.4 binary export format, which also had something to do with how the program handles bounding boxes. I’d ...


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Either use a larger sprite, or use a different Spritebatch.draw() overload that allows you to change the sprite's scale. for example: Vector2 origin = new Vector2(playerPos.x, playerPos.y); float scale = 1; //1 = default, 2 = twice the size _spriteBatch.Draw(player,playerPos, null, Color.White, 0, origin, scale, SpriteEffects.None, 0); Personally, I do ...


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In order to solve the problem you have to set a so called working directory. This has to be the path to the folder in which the .exe is in. My code: ProcessStartInfo info = new ProcessStartInfo(path); int index = path.LastIndexOf("\\") + 1; string dirPath = path.Remove(index - 1); info.WorkingDirectory = dirPath; process = Process.Start(info); ...


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You want to make it so that 'bottom' resolves into the next tile when there is a small increase in _pos.Y, the same goes for 'right' and _pos.X. This will also fix the edge case when you're exactly aligned within a tile ie. 'top' and 'bottom' will be within the same tile in that case. So to calculate the left, right, top and bottom, do something like the ...


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While the player ascends the tower, delete the tower sections below the camera viewport and generate new tower sections above the camera viewport. Continuously allocating and deallocating memory might result in memory fragmentation, which could become a performance problem. Considering that your game idea seems rather light and simple, this might not ...


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Myself, I'd attack it a little something like this: public enum Direction { Down, Left, None, Right, Up } public static DirectionFromTo(Vector2 from, Vector2 to) { Vector2 offset = to - from; Vector2 absolute = new Vector2(Abs(offset.x), Abs(offset.y)); // In your code, it looks like you have a fudge factor to ignore ...


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What you want is to dynamically scale the camera so you can only see the map. This can be done by passing a different projection matrix to the SpriteBatch: var graphics = /* your GraphicsDeviceManager */; var width = graphics.PreferredBackBufferWidth; var height = graphics.PreferredBackBufferHeight; var windowSize = new Vector2(width, height); var gameSize =...


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in order to create a .app executable for Mac OS with a DesktopGL project from Visual Studio Mac 2019 , you can create a second project and make a git that shares the code for the two projects. Then you can just compile the MacOS project and get your packed project but this is clearly a workaround rather than a real solution to the question I've asked. Else ...


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The problem lies in your .spritefont file. --> <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#32;</End> </CharacterRegion> </CharacterRegions> <!-- The region starts with character #32 (Space) and ends with character #32. Change the value to #126. This gives you the ...


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I know it's been quite a while but I thought I'd provide my working solution to this problem. I'm providing two methods that I used to test if two frames in a sprite sheet collide using per pixel collision detection. Call the one that takes the destination of sprite a, source rectangle of sprite a, the texture of sprite a, the destination of sprite b, the ...


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