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Uproar! passed peer review and is on the store now. Finally:) Big thanks to everyone here for all the help, this was my first game and a major learning process. Seriously, thank you guys. Great to see Stardrive up on Steam, I will pick up a copy once I my card can take another Steam hit :)
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I posted this on the XNA forums, but hey seem a bit quiet lately, so I figure some peeps here might know too. Is the progress bar and forum the only indicators of peer review progress? My game went 25% on the first review, then 50%, 66%, and now 75% How do I know what's happening behind the scenes here, has anyone failed my game? Will I be informed
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I changed playerEntity.Width and playerEntity.Depth. I think low values were causing the problem. Ill try to replicate it again, but it seems that was the problem. Again, it only affected the Xbox deploy, fine on Windows.
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I've encountered this problem again. This time, I have level bounds made up of walls/floors created in the Editor using Collidable Entities. They work fine on Windows, but when deployed to xbox, it's possible for the player to get stuck in the wall, and end up outside the level. This is my movement code http://pastebin.com/pTxXCMRj
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Still getting stuck, I have custom classes for the player and enemies, with a matrix for the weapon's location when it is picked up. How do I get the component to interact with these classes? In the existing code it's public void Update(GameTime gametime, Enemy enemy, Splayer player) { sphere.Center = weaponObject.World.Translation; sphere.Radius
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Are there any tutorials for creating components? Im trying to create a weapon component. At the moment I use a class for objects created in code, but I'd like to have a component to attach to objects added in the editor. Basically I have three archetypes to use, blade, bludgeon and bottle. My idea is to have them in the scene, and the player can
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Haha, great minds :) I put a timer in last night, works well.
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It seems that this is a collision issue, is there anyway to switch a bounding sphere off?
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I'm trying to implement throwing and smashing bottles. I'm getting a problem with a once-off impact sound repeating though. if (player.isThrow) { weapon.heldPlayer = false; weapon.heldEnemy = false; player.bladeHeld = false; player.bludgeonHeld = false; player.bottleHeld = false; if (weapon.weaponObject.CollisionMove != null) { weapon.weaponObject
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Thanks! Just fiddling with that now, trying to extend it to check for 3-move repetitions, but it works nicely at the moment with two.