• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
JuliusDegutis

XNA + Camera2D + PerPixelCollision

5 posts in this topic

Hi, everybody smile.png

For some time playing with XNA 2D. I implemented Camera2D from tutorials: it have move, rotate and zoom. It work pretty good with simple Rectangle collision. But then I try to do PerPixelCollision with zoom - boom, game crashes. On method Texture2D.GetData(Color[]). Error says: The size of the data passed in is too large or too small for this resource. But if I dont zoom - works perfectly.

Maybe somebody have same problem?

 

I adding project (visual studio 2010), maybe somebody will know what doing not right. All logics about game objects is in Entity, in end of UpdateEntity, and next method is PerPixelCollision

 

Uh, was forget to add project. Now tried, and didn't let to add, so there is link: https://www.dropbox.com/s/gimojdfhdzspzpl/TestGame.7z

0

Share this post


Link to post
Share on other sites

I don't use XNA at all, but, isn't XNA dead? (Miscrosoft isn't supporting it anymore, last I heard).

 

I'm sorry I don't have an aswer, but I'm curious as to why you're still using XNA :)

0

Share this post


Link to post
Share on other sites

I don't use XNA at all, but, isn't XNA dead? (Miscrosoft isn't supporting it anymore, last I heard).

 

I'm sorry I don't have an aswer, but I'm curious as to why you're still using XNA smile.png

Just today saw that XNA is dead, but for learning if think get some good experience from it :) Later what I learn now with XNA, I will able to adapt to other API ;)

0

Share this post


Link to post
Share on other sites

I don't use XNA at all, but, isn't XNA dead? (Miscrosoft isn't supporting it anymore, last I heard).

 

I'm sorry I don't have an aswer, but I'm curious as to why you're still using XNA smile.png

Just today saw that XNA is dead, but for learning if think get some good experience from it smile.png Later what I learn now with XNA, I will able to adapt to other API ;)

Check out http://www.monogame.net/

 

Based on XNA, supports almost any platform you can think of and has an active development community.

 

Also - do add your project or the code that's breaking down... very hard to debug otherwise :)

Edited by Orangeatang
1

Share this post


Link to post
Share on other sites

Hello Plutonium,

 

i haven't looked at your code but have you tried calculating the collusion before you draw everything zoomed in?

 

so after calculating you do the math for the zoom.

0

Share this post


Link to post
Share on other sites

I agree with precious roy, the collision code should come before you ever get to the render code, the zoom function of your camera should be part of your rendering not your update. While you may have the change from normal display to Zoom and back in your update code the actual change in the screen output is part of render. I don't use perPixel collision, I use a collision radius system with an origin point but my collsion code works Zoomed or not.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0