Tagged Questions

C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.

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0answers
5 views

monotouch 2d pixel with correct resolution

I am writing up a game that is size sensitive. It needs to be pixel perfect. I believe the resolution is 480x320 pixels with the iphone being twice the width and height. My code is grid based with ...
-1
votes
1answer
69 views

How can I guarantee a solvable Fifteen Puzzle shuffle?

I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so ...
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2answers
41 views

Adjust treble and bass on Audio in XNA

I am trying to "muffle" the sounds that are being played in my game and the best way I can think of doing this, is by lowering the treble of the sound. I have looked through all the members of the ...
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votes
0answers
30 views

Unity3D - Projection matrix camera frustum

I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not ...
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2answers
56 views

Why does unity obj import flip my x coordinate?

When I import my wavefront obj model into unity and then draw lines over it with the same coordinates in the obj file, the x coordinate is negated. I don't see any option in the importer that might ...
2
votes
1answer
36 views

detect asset change while running in unity editor?

Is it possible to detect asset change while running in the unity editor. When I update my model, I see it change but the xml data associated with it does not change. So it would be nice to detect ...
1
vote
0answers
39 views

XNA - Obtaining depth from the scene's render target?

I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( ...
3
votes
4answers
177 views

Game programming and quantity of timers

I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the ...
0
votes
1answer
41 views

Game Maker Studio Gravity Problems

I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in ...
2
votes
2answers
155 views

Game Asset Management

I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate ...
0
votes
1answer
112 views

Displaying text letter by letter

I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a ...
6
votes
1answer
110 views

Drawing “Stenciled” Sprites and making them glow

Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My ...
1
vote
1answer
35 views

Farseer Physics for Xna missing ConvertUnits class

Im using Farseer Physics with Xna 4.0. Im following a starter guide. It said that to draw, I need to convert the meters to pixels with the ConvertUnits namespace. I looked through all of the engine, ...
1
vote
2answers
72 views

Shuffle tiles position in the beginning of the game XNA Csharp

Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the ...
2
votes
3answers
114 views

How to design 2D collision callback methods?

In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B => object B vs A; object A vs object C => object C vs A; object A vs object D ...

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