Welcome to MSDN Blogs Sign in | Join | Help

Browse by Tags

All Tags » XNA   (RSS)
This is a minor update: Beta2 update (ContentManager) Minor bug fix with TextBoxes not deleting their backgrounds. Initial stab at compiling for the 360 (by #ifdef'ing references to Texture2D.FromFile so that they can be removed easily) Temporarily remove Read More...
1 Comments
Filed under:

Attachment(s): XNAExtras (1201).zip
I had a request to add an option to expand each glyph with padding pixels, and I'm finally getting around to doing it. To add n pixels of padding around each glyph, you can now use the glyph pad option: -gpad n . If you only want padding in the x or y Read More...
1 Comments
Filed under:

Attachment(s): bmfontgen (1119).zip
As you've probably surmised from the last post, I seem to be somewhat loose in my interpretation of "later this week". Attached is an updated version (finally!) of the BitmapFont.cs class along with its corresponding demonstration project. Note that this Read More...
2 Comments
Filed under:

Attachment(s): BitmapFont update 061118.zip
This is a heads-up that the current release of XNA Extras requires some changes before it will work with the newly released XNA Game Studio Express Beta 2 . I'm hoping to find some time later this week (yes, I know it's already late in the week) and get Read More...
1 Comments
Filed under: ,
The latest release of XNAExtras added support for sprite collisions, and allows the collision detection to be either bounding box (bbox) or pixel based. This is settable per sprite - some sprites can use bboxes and others can use pixels. The sprites will Read More...
4 Comments
Filed under:
Major addition for this version: collision detection has been added to XSpriteManager. Both bounding box and pixel based (mix-n-match sprites of different types). Also boundary collisions. These are demoed in the bouncy CollisionDemo example: From the Read More...
5 Comments
Filed under:
In the previous post , I talked about creating border art and using it in your game. One problem with the approach shown is that the description of the texture contents - the sprite locations and boundaries - is stored in the game code. This means that Read More...
1 Comments
Filed under:
The XNAExtras.Border class provides a general border mechanism for UI elements. While currently only the XNAExtras.TextBox class makes use of it, future releases of XNAExtras will include Menus and perhaps some other elements that will be built on top Read More...
2 Comments
Filed under:
This release includes a bunch of small enhancements and bug fixes. The only major class addition is XSpriteGroup, which allows you to manipulate a group of sprites as a single unit. From the release notes: (XML Schema) Added XML schema definition (XSD) Read More...
4 Comments
Filed under:
Well, you don't have to really. Or maybe you're already dealing with depth and you don't realize it. To recap: There are two ways of controlling sprite "depth". The first is to use the SpriteBatch.Draw methods that allow a layerDepth parameter. The second Read More...
0 Comments
Filed under:
In order to simplify releases, I'm collecting all of my XNA tools, classes and sample code into a single XNAExtras package. You can find a link to the latest version of XNAExtras here . This first XNAExtras release contains updated versions of BMFontGen Read More...
12 Comments
Filed under:
The latest release of XNAExtras is 1.0.1201 (beta). It can be downloaded here . XNAExtras is a collection of tools and classes designed to help out with some aspects of writing XNA applications. It currently consists of: BMFontGen : A tool to create bitmap Read More...
12 Comments
Filed under:

Attachment(s): XNAExtras (0923).zip
The SpriteBatch.Begin method has a couple of parameters that control how the sprites are rendered on the screen. Most people are aware of SpriteBlendMode.AlphaBlend, but for transparency to work correctly, you need to ensure that your sprites are being Read More...
2 Comments
Filed under:
Don't you hate it when you have a little demo that you're thinking of releasing and someone comes around and and does basically what you wanted to do, only better? How 'bout if it's a whole lot better? Well, Paul just did that to me with his 360 Controller Read More...
1 Comments
Filed under:
As mentioned in a previous post , there is a clear need for a bitmap font generator that provides proper Unicode support. To address this need, I created BMFontGen.exe. This program can generate a bitmap font from any of the fonts currently installed Read More...
19 Comments
Filed under:

Attachment(s): BitmapFontDemo.zip
More Posts Next page »
 
Page view tracker