beatlefan

Member
  • Content count

    113
  • Joined

  • Last visited

Community Reputation

198 Neutral

About beatlefan

  • Rank
    Member
  1. Those equivalent calls don't exist in xna (im 99% sure). For your case look into [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.vertexpositioncolor.aspx"]VertexPositionColor[/url] and [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.graphicsdevice.drawuserprimitives.aspx"]DrawUserPrimitives[/url]. So its kinda like setting up vertex buffer in OpenGL except you don't use a vertex buffer unless you need/want one.
  2. XNA 4.0 organization question

    [quote name='OneSidedDice' timestamp='1314492404' post='4854597'] I am trying to "duplicate" the Draw() method. See how you had to put "enemy.Draw(spriteBatch);" in the Game1 class' Draw() method? Is it possible I can give objects their own Draw() method so that I can draw the graphics IN that object? [/quote] No, sometime during your Game1.Draw() the enemy.Draw() function has to be called to be drawn. Now you don't have to make that call directly in the Game1.Draw() function, you can have an EnemyManager class that has a Draw(SpriteBatch) function and in that function you would draw the enemies. Though you would still have to do "enemyManager.Draw(spriteBatch);" in the Game1.Draw() function.
  3. XNA 4.0 organization question

    [quote name='OneSidedDice' timestamp='1314491238' post='4854594'] That way each object can draw graphics, instead of just this 1 method. So far, I haven't gotten it to work. [/quote] What are you doing? it looks something like this right? [code] public class Enemy { //stuff public void Draw(SpriteBatch sb) { sb.Draw(EnemyTexture, Position, Color.White); } } public class Game1 : Game { //stuff protected override Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); enemy.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } [/code]
  4. Starting Language

    take a look at [url="http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx"]this[/url].
  5. keypress speed issues...

    [quote name='becklighter' timestamp='1313542464' post='4850096'] Thank you for your reply, but, isn't that what I'm doing? Am I missing something? [/quote] What your doing is checking if the key is down. You want to check for key down [i]events[/i], which have a built in delay. So where you have your [code] if (msg.message == WM_QUIT) [/code] you will want to add a [code] else if(msg.message == WM_KEYDOWN) [/code] and if that's true check which key is down and move your tetris pieces.
  6. keypress speed issues...

    It's because it's executing that code hundreds, if not, thousands of times per second. For something like this you would want to use the key down messages.
  7. Simple Online C#/XNA Game

    I suggest looking into [url="http://code.google.com/p/lidgren-network-gen3/"]Lidgren networking library[/url].
  8. Python/Pygame or C#/XNA

    [quote name='Levistus' timestamp='1313359664' post='4849137'] Will it cost me to develop games using C# + XNA or can I make the games I like with the free versions of Visual Studio? [/quote] Completely free, unless you want to sell games for Xbox and/or Windows Phone 7, then you have to pay the $99 fee.
  9. Jframe for Java game?

    [quote name='TheCompBoy' timestamp='1313344246' post='4849038'] I did use that but would it hurt making a game with normal java no libraries ? [/quote] No your fine without using any additional libraries. When I used Java I didn't use anything extra. You might find [url="http://www.thenewboston.com/?cat=35&pOpen=tutorial"]these[/url] interesting. The ones that involve creating the screen might be useful.
  10. Help for an absolute beginner

    You should read the beginners FAQ... I personally recommend C#, then later, once you understand the language pretty well, learn and use XNA. XNA is 'framework', it provides a lot code for you to use to make graphical applications/games. With Unity3D you will be able to get results much faster and easier. You will still need to know how to code, though. OpenGL and DirectX are graphics APIs, kinda like XNA. The biggest difference between them is that OpenGL is crossplaftorm, while DirectX is windows only.
  11. Game Maker To Flash (Swf)

    [quote name='Yidito' timestamp='1313128803' post='4848120'] but is there any (.EXE to SWF) converters? [/quote] No, you can't. A quick Google search would answer your question [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img].
  12. [quote name='Watermelon Chris' timestamp='1312725507' post='4845783'] How ever I'm using C#. NET and I've download the latest DirectX SDK but I can't seem to add it as a reference. [/quote] You probably downloaded the C++ SDK, I would think. What you want is [url="http://slimdx.org/"]SlimDX[/url], so you can use the DirectInput API.
  13. I finished my first game...now what?

    [quote name='Hassen_Ben_Sobar' timestamp='1312590577' post='4845286'] 2. I need to test how the swf displays in multiple browsers. 2a. How exactly does one test their game in multiple browsers? Is there software that I need for that? 2b. What browsers should I be testing for? [/quote] Shouldn't you be able to download multiple browsers and just run your game in there? I would test it in chrome, firefox, internet explorer, safari, and maybe opera.
  14. Trying to make an "invincible" player state

    Your going to have to put: [code] if( invincibleTimer.IsStarted() == true ) { if( invincibleTimer.GetTicks() >= 10000 ) { invincibleTimer.Stop(); hurt = false; } else hurt = true; } [/code] in an update function or something. The reason why is that no time will pass (maybe half a millisecond or less), from where you start the timer to where that code above is called, since they are in the same function.
  15. Which route to take

    [quote name='Krohm' timestamp='1312178657' post='4843014'] Perhaps I'm not up to date but it was my understanding that browser-based java is fairly limited. For first, there are (or were) consistent limitations on persistent storage. Java Web Start improves that but it's still a far cry from a fully fledged application. I don't know much about networking, but I'd say both are going to be very limited, if not in API, by the OS/firewall... I fear this might really be moot. [/quote] The in-browser version of Minecraft works perfectly fine in multiplayer. [quote name='Krohm' timestamp='1312178657' post='4843014'] Mind elaborating? I'm interested. [/quote] I'm guessing your talking about the more powerful part. C# does have more [url="http://en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java"]features[/url], nothing too important, though. I'm sure you can get whatever you need to get done in either language.