8

Draw a shadow sprite like you draw your character before the character (to make it appear behind him). Make sure its X position is updated according to the character, but the Y position stays on the tile. You have got a shadow.


5

In a multiplayer game, every gameplay-relevant decision should be made by only one system. When multiple systems make a decision, like in your case the trajectory of the ball, and they disagree due to timing issues, the game gets out of sync. When each client calculates the angle only after its own collisions and sends the new trajectory of the ball to the ...


4

Your texture is a 32 bit texture. Somewhere between loading it and displaying it, it is getting downsampled to 16-bits (or some other low bit-depth). The loss of precision gets rid of the smooth gradients and gives you bands of colour like that. None of the things you have mentioned (loading it with LoadStream, drawing it with BasicEffect with that vertex ...


4

It looks like XNA games are always clamped at a maximum resolution of 800x480; even changing the PreferredBackBufferWidth and PreferredBackBufferHeight parameters doesn't prevent it from using a scaled-up + letterboxed framebuffer.


4

You could develop your own SOAP or REST API, host it on a website and have your apps connect to that. You'd have full control over it and wouldn't have to pay for anything (other than hosting, of course). There is more of a development cost up front than using some kind of pre-built package, but you have the control to scale as you need to and make the API ...


3

It's something you should look into. There's an article on MSDN about this warning. Essentitally, it's a matter of optimizing you code, but it's important to profile the code so you know what to optimize. These are the steps listed in the article: To investigate high CPU usage on the UI thread To investigate a high CPU usage warning, click the ...


3

Windows Phone is limited to C# 3.0 and .NET 3.5. You have to use the Task Parallel Library to achieve this.


3

Speaking to Android specifically, there is a 2D drawing API available as documented here that is not OpenGL ES based: http://developer.android.com/guide/topics/graphics/2d-graphics.html If you aren't specifically looking to avoid OpenGL ES entirely and are just looking for a convenient abstraction on top of it to prevent you from having to work with it ...


3

By default, in Windows Phone 7 all apps use 16 bits per pixel graphic mode. To switch it to 32 bits, see here: https://stackoverflow.com/a/10313783/126995. This is only available since WP 7.1 Mango, but since every WP7 device can be upgraded to WP 7.1, it's no big deal.


3

From the various reports, tweets, articles I've read it still seems that unless you're an Xbox Live game the best way to earn money is via ads. For example and the most successful indie dev so far Elbert Perez *(based on 12 month old data). He's recently tweeted that his ad revenue for the past two months (as at July 2012) has been abysmal though. Our ...


3

You can't. Important parts of their infrastructure are contained within the Game class. (Also, GameComponent's constructor takes a Game.) My advice (as always) is to not use GameComponent. Like the Game class itself, game components are a completely optional part of the framework. And often they're more trouble than they're worth. You're better off just ...


3

Using the information from your previous question, you know what the delta of the drag was. This gives you distance. The only other thing you need to get velocity is a time. So, record the time when the touch even started, and when it finished. The difference in those times is the time it took for the gesture to complete. Now you have distance and time. So ...


2

If you really want to use XNA as your framework of choice to build your game, you should have a look at MonoGame. Support for 3D is quite new to the framework and probably not ideal, however it would let you write in C# and reuse the vast majority of your code for both platforms (WP7 Marketplace and Windows 8 store). Game are already being submitted to the ...


2

Unless you pasted your example wrong, you're not even using the logoPosition you calculated when drawing, and you're not showing what the contents of centreand baseOriginare, so it's hard to tell you where the problem is. But anyway I'd use the position and origin parameters of SpriteBatch.Draw in order to draw the image centered. In two steps, although ...


2

I'm guessing each object has it's own System.Random object initialized with the same seed? Try making it static for now and see if that fixes the problem. Note: System.Random is not thread-safe see Getting random numbers in a thread-safe way for a solution, should you need it.


2

If your game has little or no replay value (which is not a bad thing, but it does change the way that I think you should price your wares) then you should charge your fee upfront. Get your money and be done. It will reduce the number downloads of your game gets, but at least you will make some money. Since you anticipate 30-60 minutes of total playtime for ...


2

Yes, you can do this. In the settings for your app you get to set the price and "Free" is one of the options. Some things to consider before doing it: It may be better to have a free and a paid version available to increase visibility. When switching from paid to free, or vice-versa, you won't get put the the top of the new apps list. The new list ...


2

AFAIK it's absolutely OK to sell apps on Windows Phone marketplace. However you need to pay developer membership fee (which is 99$ per year), and submit your app (i.e. game) for certification. I recommend you to check such info before starting working on a product in a future :-)


2

Well as far as I have it, it will probably be easiest for you to create a new Windows Phone 8 MonoGame project from the template and then just copy all the code in. MonoGame uses the exact same namespaces, it just has a lot of behind the scenes changes that make it reference different libraries. Applying these changes whilst also applying all the other ...


2

Mark the starting position of the drag. Then compare against the end position. The difference between them will tell you the direction. With XNA, this is provided for you in the form of GestureSample.delta The delta is a Vector2 that contains the difference for each axis. For example: If you moved up and to the right, your delta vector might look like (10,...


2

The quickest/simplest approach is to get the position and time of the touch and then get the position and time of the release. Then dividing the position difference (which is a vector) by the time difference you have an approximation to the velocity. However, there are more complicated ways to do this which can be desirable in some cases. For example, if ...


1

Going from the emulator to an actual mobile device, keep in mind that the mobile device's performance characteristics will not match. In your particular case, keep in mind that texture-fetch on a mobile GPU is relatively slow. Therefore you want to minimise the amount of texture data that you are accessing for each pixel. Ideally you want the texture to be ...


1

Once you have handled a touch by firing a bullet you need to record that you have already reacted to that touch and that you shouldn't on subsequent updates. Each touch location has a unique Id field that is maintained for as long as the touch remains active, even across frames. A simple approach would be to maintain a list of all the touch Ids you have ...


1

I have found this issue in my game recently, however I found the way to get over it is to call end before your draw primatives and begin after it: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.BlanchedAlmond); basicEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Begin(); spriteBatch.Draw(background, new Rectangle {...


1

The spritebatch items don't actually draw onto the back buffer until spritebatch.End() is called. This is so it knows which sprites to 'batch' into 1 call to the GPU. So your code basically: informs the spritbatch that background will be one item in the batch draws Drawcell directly to the back buffer (because you call it explicitly) informs the ...


1

Try to delete the photo texture of the visual studio and try again it happened to me im using a .fbx format and work fine the first time ill try it it give me and error when it read the texture so I delete it and it work fine also make sure you export option in 3dmax. hope it work for you xD.


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