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XNA Indie Games! Now with 80pt ($1 USD) game option!
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I'm fairly certain the bone count limit is per model. You could have hundreds of units loaded with 80 bones each if you wanted. If that's not the case, someone please tell me.
Gah, now I've got you wondering... I'm sure it is too. It defies any reason that I can think of for it not to be. I'm probably just getting caught up in niggling details, which is why I just do instead of plan first, but that's a bad habit I need to break (or intend to with this project), so I'm stuck contemplating my navel on things like that, lol... sorry if I got you caught up in that.
I was just looking for an answer that didn't involve throwing a large amount of models into the project and seeing what happened or rigging out a model with 80 bones then throwing it and another one in and yea. *is crazy*
Been messing with c# for just over a month now and I think ive got the hang of it (come from a programming background so just learning c# stuff), so its game time!
Just for reference im going to start with a nice simple top down 2d space shooter.
So im drawing up some psudo on what kind of classes/logic i'll need and ive hit a bit of a snag, not with the code really more like the layout/structure of said code.
From what ive seen there are two main loops that come with the XNA base file, Update loop and Draw loop. Now my current plan is to make a gameManager class, this will have all the other classes as part of it but also its own Draw(), Update() methods which will call the update(), draw() methods of any instantiated object currently in play.
Is this a good way to do it? Any better suggestions?
Until All Are One...under the Newell
My Boardgames
Nintendo Network ID: RollaJ
Until All Are One...under the Newell
My Boardgames
Nintendo Network ID: RollaJ
Until All Are One...under the Newell
My Boardgames
Nintendo Network ID: RollaJ
It wasn't a lot of code, but I can't remember it.
Isn't it just (doing this off the top of my head from work, this may not work)
Matrix viewproj = projection * view;
Vector3 screenPos = Vector3.Transform(position, viewproj);
The Z-coord of the result indicates if the point is in front or behing the camera and the XY-Coord is your screen position.
Xbox Live: Handkor Steam: Handkor
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
1. Multiply the 3D point by the View matrix to convert to eye/camera space
2. Multiply the eye space vector by the Projection matrix to convert to projection space
3. Divide the projected point by its w component (called the perspective divide) to convert to Normalized device coordinates [-1, 1] for X and Y, [0, 1] for Z.
4. Then to scale and transform to [0, 1] you want to multiply by .5 and add by .5
Xbox Live: Handkor Steam: Handkor
myGraphicsDevice.Viewport.Project(Vector3 point, Matrix projection, Matrix view, Matrix world)
I'd recently considered making a sort of run-and-gun Star Fox game, where you're a dude just sort of running toward the horizon and blowing stuff up, but I had no idea how I'd handle the pseudo-3D (sprites scaled based on their distance from the camera). This could helpful for that.
And yeah, XNA handles close to everything, doesn't it? :lol:
so more like Panzer Dragoon? I wanted to try that myself, lol.
the design itself is pretty straight forward, you have a track/timer and spawn enemies using that, and just have them spawn in one of the four cardinals. L/R or something to change what direction you're aiming, projectile collisions etc... it would be very asset heavy though, or not. hm.
But most of my time has been spent learning weight painting for rigging and transferring my OCD over misplaced uneven or pixels/lines to misplaced vertices...
edit: lol. I remember actually trying to do it in like, high school. not in 3d though. but just that concept. D:
Like Sin & Punishment?
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
So it's not like the Landmaster stages from Star Fox 64 at all... since the Landmaster got outpaced by a freight train. ;p
it shouldn't be too hard to to implement though in theory, as it is essentially a scroller translated into 3d. go for it!
Sounds exactly like Sin & Punishment.
Which is an incredibly good game and a shame there aren't more games like that.
If you do a game like that I highly endorse it.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Trueachievements Profile | Gamertag: EyeRChris
I've scratched my shmup itch with a lot of Indie Games. I really love Echoes+, which is essentially Asteroids: Retro Evolved. Great soundtrack, about five different modes that each play fairly different, and just smooth-as-butter gameplay.
http://www.youtube.com/watch?v=iR4K50xN_Gg
Another great title is Leave Home, which is a score-attack shmup. Each session only lasts 5 minutes, but it dynamically changes the stage and enemy patterns based on your performance and score, so the throttle is always right where you want it, and it always has me coming back for more.
http://www.youtube.com/watch?v=-7yyM_Tdzmk
"Awesome," I say aloud. "I can stay under 50mb for the $1 sales mark."
I then build them into XNA and am shocked, shocked to find out that the .xnb versions of the images total out to be about 150mb. Each individual image increased three to fivefold in size.
Does anyone know what gives? Or what kind of methods ensure the best compression on built images?
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
3DS: 3351-4199-8917
It's not that. XNB stands for, I believe, "XNA Bitmap". Any content you import, from JPEG to PNG, gets converted into that proprietary format, which is HEUG. I'm not sure if there's anything you can do.
However, between the guy who says "It's hopeless" and the guy who says "This might work", I'd take the advice of the guy offering a solution. :lol:
Damn. My options are:
a) Cut down from 65 to 20 or 30 unlockable images, which would hardly solve the problem, and most of these images are awesome
b) Significantly cut down on the resolutions of these files, which would also suck, but pending testing on an HDTV, might not offer terrible results
c) Find some other method of compression supported by XNA, which is unlikely.
Maaaan.
Actually XNB stands for "XNA Binary"; every file that goes through the content pipeline comes out the other end as an .xnb file. What's happening in this case is that all image files get converted to a general-purpose texture format which most likely use little to no compression, resulting in huge .xnb files.
Unfortunately the Texture2D.FromFile method is only available on Windows, so the only workaround I can think of is to tell your project to skip the content pipeline for that file and then write your own PNG or JPEG importer using StorageContainer.TitleLocation and Texture2D.SetData.
Nope.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Ooh, great idea! Thanks!
It's kinda weird that you can save in the demo... and then when your demo time is up, start the game again and load your saved game...
Quite frankly I'm bored with it before I even hit the limit. Hard to justify buying something when the demo is more than you need.
I've got a bad case of lovin' you.
The compression is usually reserved for textures on 3D models, however. I've been programming through LogMeIn all day so I haven't been able to see the presentation quality in-person. I'll check it out when I get home and see if it looks good.