• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

101 Neutral

About Alphablackwolf

  • Rank
  1. You could import it, and maybe work out how to use it, but I wouldn't recommend it. Between a lack of double buffering and that it's not optimized for game code could leave you with flickering and laggy graphics. I am also unsure how well that would port to Xbox if you were to do so.
  2. I just ran into a similar issue, I am checking out custom control libraries out there, currently I am looking at a few of them. NeoForce Controls, located here: [url="http://neoforce.codeplex.com/"]http://neoforce.codeplex.com/[/url] Nuclex Framework : [url="http://nuclexframework.codeplex.com/"]http://nuclexframework.codeplex.com/[/url] Simple GUI: [url="http://simplegui.codeplex.com/"]http://simplegui.codeplex.com/[/url] XwinForms: [url="http://sourceforge.net/projects/xwinforms/"]http://sourceforge.net/projects/xwinforms/[/url] WSX: [url="http://wsx.codeplex.com/"]http://wsx.codeplex.com/[/url] and additionally I think you can now have XNA active in a WPF project, but that's a bit more complicated than I understand... Maybe someone with more experience can pitch in on which of these they would recommend, or another one I didn't list perhaps.
  3. Aha! Found it. So apparently some OpenType Font setups will not work. It's a misleading error message. To quote an exerpt from where I found my answer: [quote][color=#4A4A4A][background=rgb(241, 241, 241)]The OpenType requirement is a bit misleading as the font has to have TrueType outlines; OpenType also supports PostScript outlines which do not work in GDI+, which is what the SpriteFont processor internally uses.[/background][/color][/quote] So I did an online conversion from otf to ttf and reinstalled my fonts with the TTF files, once I restarted visual studio again after that, it worked.
  4. It's an open type font, but the error specifically states that it has to be open type or true type, so it's covered there. I am mostly attempting to use the name "Trajan Pro" with any variation I can think of. The 'friendly name' as far as I can tell is Trajan Pro according to the font folder and notepad/wordpad/word, etc. Which all show Trajan Pro as an option and work. Hmm... is there any way to load the font directly from the file, say if I include it in the project directory?
  5. I am having trouble loading a spritefont for Trajan Pro. I downloaded/installed the font (multiple times/ways now) and have restarted both my machine and visual studio many times, but I still get a build error telling me that it cannot find the 'Trajan Pro' font family. It's in the font folder, both regular and bold. I've tried every spelling of 'Trajan Pro' I can think of, and cannot get it to work. I even tried running through the .net library of available font families, and I noted several ones that were in my font folder, but did not show up, Trajan Pro was among them. The code I used to show font family (in a winforms project, not xna): [CODE] Dim family As FontFamily For Each family In FontFamily.Families debug.Print(family.Name) Next [/CODE] Does anyone know how visual studio/XNA loads in these fonts? Is there any way I can make this work? Any help would be greatly appreciated.
  6. If you load the file once in the load process and save it into an object stored in memory it won't have to reach out to the filesystem to read the data every time. It's expensive to read the file each time, so if you store in the load, the draw process won't have to read the file to get the information.
  7. As far as I can tell, you will need to make the following changes: 1) Add a routine for drawing your tiles, and call that from your draw routine. 2) Call the grass draw event from that new routine for any tile object that needs grass drawn on it. 3) remove the spritebatch.begin/end calls in the grass draw routine. 4)remove your grass load procedure. Change it so that you load in tile information from your file and set an enum or property so that you know what tile object needs what type (grass, dirt, whatever you have) then you will 'load' in the type without drawing it. Unless I am much mistaken, you are not going to want to draw your grass when you load the content, only on the draw event. Slynk is correct in pointing out the draw.begin/end inside of your grass draw loop is causing a lot of your lag. You are also calling your grass draw routine inside of a loop that calls LoadWorld each time. you call and use loadworld once to find it's length and then again for every single loop in the if statement to see if it is the first time. So if the LoadWorld function returns a char array of length 30, you read the entire file 30 times. Load it once before your loop, and save it. call the saved value instead of the actual function over and over again.
  8. Hmm, thanks Geoffrey/ndssia, I will definitely do that. I can't think of a situation where I would need to actually adjust the card wording in my case, but you never know. The search function might be an eventual feature though... Hmm....
  9. Thanks Laztrezort, I dived into some of that stuff, and I ALMOST have it... Unfortunately I am getting a purple block when trying to get a renderTarget2D Texture. After looking around online I found a lot of issues with the renderTarget stuff, mostly about 1.0-2.0, which has all changed again in 4.0. I moved my render target code out of the draw event and tried to create a quick draw in the load event of the button, but now I'm getting no image whatsoever.. Here's what I currently have: [CODE] Public Sub Load(Content As ContentManager) Implements IButton.Load texture = Content.Load(Of Texture2D)(_spriteAssetLocation) Dim tempGraphicsDevice As GraphicsDevice = texture.GraphicsDevice Dim tempSpriteBatch As New SpriteBatch(tempGraphicsDevice) Dim renderTarget As New RenderTarget2D(tempGraphicsDevice, Bounds.Width, Bounds.Height) tempGraphicsDevice.SetRenderTarget(renderTarget) tempSpriteBatch.Begin() tempSpriteBatch.Draw(texture, Bounds, Color.White) tempSpriteBatch.End() tempGraphicsDevice.SetRenderTarget(Nothing) scaledTexture = renderTarget End Sub [/CODE] I figure if it's in the load event I only have to do it the once, then I'll have the scaled texture to compare against. Edit: Sorry, the above code is giving me a purple square. I was getting nothing at all when I set up 'Preserve Usage,' but that's something I want to avoid doing now anyway. Edit2: Got it. I was drawing the texture on the render target in a location that it was not viewable on. I set a newbounds rectangle with a location of (0,0) but the width/height of the bounds rectangle and used that in my call to draw the texture on my renderTarget. All working swimmingly now, and my check of texture transparency is working perfectly.
  10. Ok, so I was using the tutorial here: [url="http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel"]http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel[/url] to figure out how to detect transparency on a texture (in my case, a button). What I want to do is to be able to detect if a point (mouse click) is on a transparent part of the texture or not. I [i]think[/i] I understand how to do it for a texture normally, you get the texture's color data and find the point on the array created. However I am trying to figure out how I could possibly do that with a texture I am drawing with rectangle bounds that shrink/grow the original image. Since the spritebatch draw routine takes the parameters for scaling/re-sizing, the texture2D object itself is not changed, and so there is no way I can find to get the color data for a re-sized texture. Here's the routine I have currently: [CODE] Public Shared Function IsAtAlpha(textureToCheck As Texture2D, textureLocation As Rectangle, pointToCheck As Point) As Boolean Dim colorData As Color() colorData = New Color((textureToCheck.Width * textureToCheck.Height) - 1) {} textureToCheck.GetData(colorData) Dim SpecificPointColor As Color = colorData((pointToCheck.X - textureLocation.Left) + (pointToCheck.Y - textureLocation.Top) * textureToCheck.Width) Return SpecificPointColor.A = 0 End Function [/CODE] If I could get a resized texture2D object I know what to change to get this to work properly, but I have no clue how to get that. Or is there a better way to check for transparency here?
  11. I am currently using a sqlite .db file to house a lot of the game information I am using. I want a lot of it to be database driven. I can actually store images in the database and load them in from there, or I could pull them all into an XNA game library and list the image asset names in the database (tied to the ID I am using for each) and load them in that way. I don't know which would be more efficient though, or the better design choice. Thoughts? Should I store these images in the .db file, or load them into XNA as content and reference them in the db by their asset names?
  12. Found my answer, Installed XNA Game Studio (was unaware of it's existence) and brought my images in via the content pipeline.
  13. I am working on making a card game in vb.net. It's not a playing card game; but that's poor wording... hmm, think more 'Magic: The Gathering', less poker cards. Anyway, I have physical cards, which have text on them that will need to be readable when I scan them in and add them to the game. What I am hoping to find out is if anyone knows the best choice for the object type to use to hold these images. I am hoping to have a graphic for a table (the background) and then individual cards that may be re-sized and moved around during the course of the game. I want to make sure I can scale the cards and leave the text readable, and be sure I can do smooth transitions for card movement, etc. I am currently only aware of system.drawing.image, and using a picture box in my form in order to display it all. Are there any better alternatives out there? Some assembly that you would recommend for use? I do plan to make custom buttons to display over the cards for the user to make gameplay choices, if that would change anything. I did google around a good bit, but having the words 'card, game, and graphics' in a search tends to lead me around to the wrong kinds of results. Any thoughts would be much appreciated, thanks!