LostLogic

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About LostLogic

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  1. Unity iPhone Development

    Quote:Original post by ddn3 I applied online and for some reason my application was misprocessed by the website. After searching online, it seems this is a common occurence with Apples site. So I called their tech support directly ( as suggested by the other people who had this happened ) and recived the admitance emial the next day. I did wait 3 weeks as well, before calling. I strongly suggest you call their tech support. Good Luck! -ddn Mine took about a week, at most I think. You may want to contact them.
  2. Quote:Original post by Ravyne You'll have to let us all know how the process of becoming a community game works out, and how many sales you see, etc. I'm sure I'm one of many that would be interested in seeing what the process and payoff are. I've recently commited myself to persuing iPhone/iPod Touch game development due the approachability of the app store -- The community games store would certainly be worthwhile as well if it produces a decent return. Perhaps you could write an article for the site after some time. I may just do that (write an article that is.) My first project was actually an app for the iPhone. The game I wrote there is called WallZ. I released it about 7 weeks ago and so far I've been seeing about 10 sales a week (selling it for 99 cents.) I haven't had any negative reviews about it (all positive so far,) it's just hard to get noticed in the sea of apps out there. I can tell you right away that you are approaching a VERY crowded market on the iPhone. I believe at last count there are over 2000 games on there now. Compare that to XBLCG and it's 40 or so.
  3. Is there any way to play a range of keyframes in a skinned model? I have a model with 20 animations all in one AnimationSet. This means that when I play the model with the skinned processor it plays animations 1-20 all in a row. Is there any way I can tell it to just play frames 1-100, or 101-200, etc?
  4. I'm happy to announce the formation of www.GamerOutfit.com, a website dedicated to Mobile and Console gaming, specifically XBox Community Games and iPhone games. The focus of the website is on indie developers and reviews of their games. If you are interested in seeing reviews of what's new on the XBox please come give us a visit (we have over 20 articles online to start with.) If you are a developer and have a product you want covered come give us a visit as well! Thanks,
  5. Quote:Original post by Ravyne Looks really nice. Was the gameplay video on the site sped up, or is that representative of actual speed of play? It's real-time. What you are probably referencing though is the afterburner effect which is turned on in a few of the sequences. You can fly very very fast when the afterburner is active. This is not the way you normally play it 70% of the time though (unless you are a speed freak.) Watch closely and you can see the difference between afterburner speed and normal. Thanks for the nice comments!
  6. I'm happy to announce that my game, Exisled, has been released and is up for sale on the Microsoft Marketplace. Exisled is a top-down shooter (3D) and is best described as a mix between Desert Strike and Geometry Wars (as per a player who bought it.) You can find more info at my site at: www.GamerOutfit.com You can find official info for the game to buy at: Microsoft Marketplace Thanks!
  7. [.net] [XNA] SpriteFont class

    Quote:Original post by capn_midnight Anyone figure out how to use it yet? Haven't found any documentation on the new stuff in XNAGSE 1.0 Refresh yet. I'm assuming you load them through the content pipeline somehow. I'm checking out their forums right now. I've already determined that you DON'T throw it a texture. edit: nm, found it in the product documentation on disk, imagine that. The help file that comes with the Refresh contains an example of how to use the spritefont class. Here is the code they show in the sample: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; ContentManager content; public Game1() { graphics = new GraphicsDeviceManager( this ); content = new ContentManager( Services ); } protected override void Initialize() { base.Initialize(); } SpriteBatch ForegroundBatch; SpriteFont CourierNew; Vector2 FontPos; float FontRotation; protected override void LoadGraphicsContent( bool loadAllContent ) { if (loadAllContent) { CourierNew = content.Load<SpriteFont>( "Courier New" ); ForegroundBatch = new SpriteBatch( graphics.GraphicsDevice ); } FontPos = new Vector2( graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height/2); FontRotation = 0; } protected override void UnloadGraphicsContent( bool unloadAllContent ) { if (unloadAllContent) { content.Unload(); } } protected override void Update( GameTime gameTime ) { base.Update( gameTime ); } protected override void Draw( GameTime gameTime ) { graphics.GraphicsDevice.Clear( Color.CornflowerBlue ); ForegroundBatch.Begin(); // Draw Hello World string output = "Hello World"; // Find the center of the string Vector2 FontOrigin = CourierNew.MeasureString( output ) / 2; // Draw the string ForegroundBatch.DrawString( CourierNew, output, FontPos, Color.LightGreen, FontRotation, FontOrigin, 1.0f, SpriteEffects.None, 0.5f ); //Note: Change "CourierNew" to "current" above to enable switching // Draw instructions Vector2 guidepos = new Vector2( 50, FontPos.Y + 100 ); string guide = "Right Thumbstick: Rotate\nA, B, X Buttons: Change Font"; ForegroundBatch.DrawString( CourierNew, guide, guidepos, Color.Black ); ForegroundBatch.End(); base.Draw( gameTime ); } }
  8. Well, wouldn't you know it. I answered my own question. For those of you that are curious you have to do two things: 1. Set the alpha blend mode for the graphics device with: // Set states graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true; graphics.GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha; // source rgb * source alpha graphics.GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; // don't modify source alpha graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; // dest rgb * (255 - source alpha) graphics.GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.InverseSourceAlpha; // dest alpha * (255 - source alpha) graphics.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; // add source and dest results 2. Set the alpha value in the BasicEffect for the model: effect.Alpha = 0.5f; // Creates a 50% translucent object.
  9. Ok, so I have 3D modelsrendering in XNA but would like to make them translucent (blend with the background) on demand. For example, when the player goes to the help screen I want to display a 3D box with the help text in it, but, I want the box to be 50% translucent so you can still see the game behind it. I know how to do this with a sprite, but how do you do it with the Model object? Here is my model rendering code: Matrix[] transforms = new Matrix[myModel[index].Bones.Count]; myModel[index].CopyAbsoluteBoneTransformsTo(transforms); //Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel[index].Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateScale(scale); effect.World *= Matrix.CreateRotationX(MathHelper.ToRadians(rot.X)); effect.World *= Matrix.CreateRotationY(MathHelper.ToRadians(rot.Y)); effect.World *= Matrix.CreateRotationZ(MathHelper.ToRadians(rot.Z)); effect.World *= Matrix.CreateTranslation(trans); effect.View = Matrix.CreateLookAt(camera.position, camera.target, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); } //Draw the mesh, will use the effects set above. mesh.Draw(); } [Edited by - LostLogic on January 2, 2007 8:21:39 PM]
  10. XNA Forum?

    Quote:Original post by Scet Edit: Why are people putting XNA questions in .Net? You already have to know to use XNA and almost all the questions are DX related. I think its due to the fact that XNA covers a variety of things and doesn't really fit into any one existing forum. I started looking at the .net forum mainly because it seems to garner the most XNA questions in one place. ;) I understand if you guys think it's too early for one. I'll just post in the DirectX forum for now.
  11. [.net] XNA Keypress problem

    I've used timers in the past to get around this. For example, I put a timer value on each key that contains the last time the key was pressed and only allow updates if a certain amount of time has passed.
  12. I've been working quite a bit lately with the XNA framework and Game Studio from Microsoft and use their forums for support (www.microsoft.com/xna). Have you guys given any thought to adding a forum here for XNA development considering it appears to be a future standard in game development (by standard I don't mean C++ replacement or DX replacement, I mean it as a tool that will be around for a while)?
  13. Tech Support Forum

    Sounds like a good idea. :)
  14. What Does XNA Lack?

    Networking which has already been called out would be very nice. Font support, once again, already mentioned, would be great. Audio support to play MP3s and 3D audio. Video playback support for FMV cut-scenes and the like. Mesh object support for animations, skinning, etc. Bounding and per-vertex Collision detection built-in. Support for the headset along with the networking component. Achievement system tie-in support. Support for packaging the release in a secure manner (right now you have to give your art/music assets away for free with your game code.)
  15. New Strategy Game in the Works

    Quote:Original post by kayaltos Looks interesting, is there any demo or something? Not yet. I don't want to release a demo until it is a bit more polished but I'll be sure to let everyone know when its ready. Thanks!