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Member Since 08 Jul 2010
Offline Last Active Apr 17 2012 12:28 AM

Posts I've Made

In Topic: Video Game Architecture

04 April 2012 - 09:20 PM

I learned tons reading Game Coding Complete and the blog at http://gamearchitect.net/, then also digging through the XNA engine at http://xnafinalengine.codeplex.com/. Thank you for showing that diagram of C4, I'd love to read more about the high-level overview. Does anyone have more links to discussions or breakdowns of engine designs? I have implemented small ones in different school projects, but am now looking to really cement the same concept as the OP; the separation of graphics and game logic.

In Topic: Need help Xna Xml Deserializing

06 February 2012 - 06:14 PM

When you go to serialize, you would transfer the Dictionary into a List, then serialize the List instead. When you deserialize, you pull the data into a List, then move it into a Dictionary for your game object to use. I don't know your program setup, but this could either be done in the object that is going to be serialized, or in whichever object is handling your serialization.

In Topic: Need help Xna Xml Deserializing

01 February 2012 - 06:38 PM

The problem is with your Dictionary, which is not a serializable object. I had the same problem a while back, and ended up transferring the data into a List before serializing, much like this:


This was not a problem for me because it was during a larger load time, but may hurt performance if it's a regular operation, you'd have to investigate that.

In Topic: emergency help game programming with 3d max

04 November 2011 - 02:18 PM

Sounds like your jargon is a bit mixed up, but I think we get the point.

You're looking to create game assets in 3DS Max for use in an XNA project?

Yes. There may be other ways, but the one you see used most often is to export a Max model as a .x file, which XNA can easily read from. I use Pandasoft's exporter. You install it, then open your model in Max and go to Export and choose .x.


In Topic: creating a monster stats curve

04 November 2011 - 02:10 PM

I did something similar on a project in the past, but what made it easier was a modifier in the middle denoting their "Rank". I had 4 Ranks: Minion, Lieutenant, Boss and EliteBoss (was a CoH fanatic). So I had their base stats, then ran them through the Rank modifier, then through the Level one. I was trying to recreate what you see in a lot of games, where the first time you fight something, it's pretty hard, then before you know it that same enemy is one you mow through in droves. To get this effect, you would spawn him the first time as a Level 1 Boss, then you can reuse him as say a Level 3 Minion. Don't forget, throwing a different color into your Draw routine can go a long way for variety too.

For your specific case, you could probably get more effective answers your question if you gave some idea on what kind of stats you have and how they work.