Archive for the ‘XNA’ Tag
This is the first time I made a static multidimensional array, moreso, one with 3 dimensions. I’m still experimenting to find out how efficient this is, but so far it is proving to be extremely efficient as its structured so indexing it uses enum’s that correspond to the right data you want. There were some comments and stuff describing which block did what but I’m not allowed to discuss the project this is for so I had to remove them. Its also indented nicely but WordPress owned my indentation.
static Vector2[][][] StaticData=
{
new Vector2[][]
{
new Vector2[]
{
new Vector2(500,534),
new Vector2(582,534),
new Vector2(663,533),
new Vector2(746,534),
},
new Vector2[]
{
new Vector2(500,87),
new Vector2(582,87),
new Vector2(663,86),
new Vector2(746,87),
},
},
new Vector2[][]
{
new Vector2[]
{
new Vector2(582,445),
new Vector2(663,445),
new Vector2(582,561),
new Vector2(663,561),
},
new Vector2[]
{
new Vector2(582,50),
new Vector2(663,50),
new Vector2(582,165),
new Vector2(663,165),
},
}, Read the rest of this entry »
So I’ve learned some more about Class Attributes, before I was just using [Serialization()] but in order to customize the way the WinForm PropertyGrid control works, there are some nifty attributes you can tie your code to.
Can now change how the texture previews are rendered through the use of a property grid. Not much of a feat, but, I’m proud of it.


Over the past month or so I haven’t really had time to update my blog due to lots of stuff that went down that I had to deal with and that I haven’t had time to develop anything regarding Forecourse… but now I’m back. Once again, I will try to remain constant with my updates.
Right now I am focusing on the Forecourse Content Creation Tool, named ForeCreation. It is (will be) a XNA-In-WinForms IDE, allowing the creation of assets that will follow Forecourse standardizations so that they can be used with any Forecourse driven application with ease.
I know its not much of a milestone, but this is my first time really dealing with WinForms, first time dealing with XNA outside of the XNA Game class, and the first time I had to deal with handling the reading/writing of custom data formats for use with an editor, and well, a lot of firsts. It is quite the learning experience and is going quite slow but I am getting there. My little ‘yay I did it’ milestone at the moment (which is pretty inferior code that could be done by a real programmer with utmost ease…) is the ability to programatically create tab pages that contain XNA renderers within. My first implementation of this is a ‘texture preview’ of textures inside the GameDataTextures folder of your project. It is more detailed in this video:
Video of Current Status as of July 25
FOR THE LOVE OF GOD REMEMBER TO COMPILE WITH x86 AS YOUR PLATFORM TARGET.
I forgot about this and wasted an hour of debugging.
Right click your project -> Properties -> Build -> Platform Target -> x86
I now have a “Project Forecourse” page at the top right of my blog that will detail Project Forecourse along with provide accompanying resources as soon as they become available.
I will post all the info I can about Project Forecourse as soon as this is done.
Currently I am in the process of refactoring my Project Forecourse’s code so that, well, a bunch of things could happen.
The first and main reason is so that all my code is more readable and programmer-friendly. Also, I have decided to break down main components into C# .NET .DLL’s, which will allow me or anyone to use a certain component of Forecourse without having to disable/modify a lot of code, and so that anyone who just wants to start making stuff with XNA can have all the base grunt work already done for them. My main focus on Forecourse at the moment is all code dealing with UI, as it is really hard to make a functionable game without some UI present. I am making this code (ForeGUI.dll) not dependent on XNA at all, so that the UI logic can be used with other projects without rewritting. To use this .DLL though, you must shell out basic functions to wrap a few of my GUI functions, but that is it. I will also be providing working example wrapper code so that you may rewrap the dll to best fit with your project. And the last major reason is so that I can get people working with me in XNA sooner and easier than before, as my previous code was pretty daunting.