Eh, I don't understand your question. It's not base though that is giving the Object Reference error, it's the paddle reference. I'm not completely in tune with the terminology yet thoughLathentar said:Where is base being set to non-null?
Base means the base class, it's a C# keyword.Lathentar said:Where is base being set to non-null?
gcoope at gmail (.com).WhatRuOn said:Sure I'll send you both the project, where to send?
public void Update(GameTime gametime)
{
Position.Y = TitleSafe.Bottom - 10;
Position.X = UpdateMouseX();
base.Update(gametime);
}
curse you!xblarcade said:yes you have![]()
I am using XNA... thanks for that linkxblarcade said:Assuming your using XNA, here's an A* sample:
http://swampthingtom.blogspot.com/2007/07/pathfinding-sample-using.html
Over the top with the object oriented programming.WhatRuOn said:Yea it looks like I have the very same error with the spritebatch. Thanks for the help guys!
"don't go OTT with the OOP"
I don't know what either of those acronyms mean. :lol
WhatRuOn said:Yea it looks like I have the very same error with the spritebatch. Thanks for the help guys!
"don't go OTT with the OOP"
I don't know what either of those acronyms mean. :lol
Dur, I fail at C#The Friendly Monster said:Base means the base class, it's a C# keyword.
I only know because it shows up blue in Visual C#.Lathentar said:Dur, I fail at C#
Yeah it's definitely good to have a paddle class and a ball class, I dunno about a sprite class, I haven't anything with a massive number of sprites, but what you had looked pretty weird to me where the paddle class was inheriting from the sprite class and that was inheriting from the Game1 class, there's definitely a lot of ways of doing things though.WhatRuOn said:Alright I'll download XNA 2.0 on my home office PC and start over. But isn't it good practice to have objects like I did. I probably wasn't doing it correctly, but isn't having a class for sprites, balls, and paddles a good idea?
Yea I could be doing things wrong. I'm just going off what I learned in one of the books I read and the SpaceWar example that comes with the studio. But i probably have a lot to learn about polymorphism and inheritance still.The Friendly Monster said:Yeah it's definitely good to have a paddle class and a ball class, I dunno about a sprite class, I haven't anything with a massive number of sprites, but what you had looked pretty weird to me where the paddle class was inheriting from the sprite class and that was inheriting from the Game1 class, there's definitely a lot of ways of doing things though.
That doesn't work.The Friendly Monster said:gcoope at gmail (.com).
Express/2005 will share resources with the other version, so it won't be all that big on your drive.godhandiscen said:Does XNA 2.0 work with VS2008? Is there a hack around it? I dont want to have 2 separate version of VS in my computer.
ah ok, I'll remember that, thanks.Slavik81 said:That doesn't work.
See: http://www.google.ca/search?hl=en&s...l&hs=WSs&q=gcoope*gmail*com&btnG=Search&meta=
Use the @ sign so they can't pick up your email with a google search.
I am installing the XNA 3.0 CTP now, hopefully that will work. I dont really mind the drive space, is just the whole process of installing VS2005 that bothers me.Slavik81 said:That doesn't work.
See: http://www.google.ca/search?hl=en&s...l&hs=WSs&q=gcoope*gmail*com&btnG=Search&meta=
Express will share resources with the other version, so it won't be all that big on your drive.
2005 is supported.
2008 is not supported.
With a bit of rejigging, you can get it working for Windows games, but not Xbox games.
http://forums.xna.com/thread/51780.aspx
gtg to school already, but i'll check it like at 1:00AM (when I get off my job).The Friendly Monster said:While this thread is relatively busy there's a favour I'd like to ask. Is the music in time with the beat for you on this game?
http://gcoope.googlepages.com/Plus_0_1.zip
The buttons are wsad and updownleftright and return.
Basically the first beat of each bar should come when the ticker crosses the bottom line, also the middle block thing should pulse.
It works fine on my two computers, but last week at my mates house it seemed all messed up, the only problem is I tried it when I was pissed, so I don't know how much of it was that.
Didn't know there was an xna 3.0 you could download yet. Unfortunately looking at the changelog they haven't fixed anything I cared about or added anything I'm interested in, besides vs2008 support.godhandiscen said:I am installing the XNA 3.0 CTP now, hopefully that will work. I dont really mind the drive space, is just the whole process of installing VS2005 that bothers me.
I tried the project upgrade wizard and it wouldn't let me select the .csproj file. I went to all files and tried it then and it still wouldn't work.The Friendly Monster said:You need the project upgrade wizard.
I've done this one for you.
http://rapidshare.com/files/113579725/PathfindingSample2.0.zip.html
Does the project I uploaded work?rhfb said:I tried the project upgrade wizard and it wouldn't let me select the .csproj file. I went to all files and tried it then and it still wouldn't work.
yesThe Friendly Monster said:Does the project I uploaded work?
Would be cool if someone could help me out with this.The Friendly Monster said:While this thread is relatively busy there's a favour I'd like to ask. Is the music in time with the beat for you on this game?
http://gcoope.googlepages.com/Plus_0_1.zip
The buttons are wsad and updownleftright and return.
Basically the first beat of each bar should come when the ticker crosses the bottom line, also the middle block thing should pulse.
It works fine on my two computers, but last week at my mates house it seemed all messed up, the only problem is I tried it when I was pissed, so I don't know how much of it was that.
The Friendly Monster said:Would be cool if someone could help me out with this.
Are you extracting the whole folder rather than running from inside the zip file? If so then try running http://xnamatrix.com/xnareq.phpJasoNsider said:I can't seem to open the .exe. Sorry, I know you've probably already covered this, but how can I open a .exe file like that? When I do it on my project it crashes too!
The Friendly Monster said:Are you extracting the whole folder rather than running from inside the zip file? If so then try running http://xnamatrix.com/xnareq.php
I thought you were using XNA to program?
Thanks, it's just PC.xblarcade said:I'll give er a go tonight if you want, does it run on the 360?
That's what I do too, it sounds peculiar that the exe won't run if you have XNA installed, if you navigate to the bin->x86->debug folder and run the exe for your game in there, does that work?JasoNsider said:I am using XNA to program, but I've been able to just hit "run" in VS2005 C# to test my projects. When I say I haven't been frigging around with XNA bullshit, I mean just that ;D
Let me see if this downloader helps!
The Friendly Monster said:That's what I do too, it sounds peculiar that the exe won't run if you have XNA installed, if you navigate to the bin->x86->debug folder and run the exe for your game in there, does that work?
If you want it on 360, 1280 * 720, if not it's up to you. It depends on whether you want the game played fullscreen or not, and whether you are fussy about having your sprites scaled etc. In a window you can have whatever resolution you like, fullscreen these are among the most common resolutions people use:JasoNsider said:Ok, after running that install I was able to run your demo and can confirm that the beats definitely line upWell done! This is nice!
I have a question about resolution. I just sort of made up a resolution in widescreen for my game demo so far, but what resolution should I be using?
The Friendly Monster said:If you want it on 360, 1280 * 720, if not it's up to you. It depends on whether you want the game played fullscreen or not, and whether you are fussy about having your sprites scaled etc. In a window you can have whatever resolution you like, fullscreen these are among the most common resolutions people use:
4:3
640*480
800*600
1024*768
1280*960
1600*1200
16:9
640*360
1024*576
16:10
1280*800
also see http://en.wikipedia.org/wiki/List_of_common_resolutions.
Thanks for testing the demo.
The Friendly Monster said:Ok while writing I've gone back and changed a couple of levels in pizzicati.
pizzicati 0.2.4
http://gcoope.googlepages.com/pizzicati_0_2_4.zip
- got rid of two levels, 7 and 20 in the last build. I thought these were both pretty weak.
- added 3 new levels, 5, 11, 20
- changed level 6 (previously 5) significantly, to make it easier, 14 cosmetically.
feedback on the new levels would be much appreciated, on how good they are, how easy and how out of place difficulty wise.
thanks a lot.
Thanks a lot. 11 is there to kind of cement the idea of using a piston multiple times to get higher, not only when going vertically, in the player's mind.JasoNsider said:I got around to finally playing the game and was taking some notes for you.
Great work! This is an awesome game. I really like what you've done here and appreciated many of the little things that are hard work but very often get glossed over.
5, 11, and 20 are all great levels. Level 11, though obvious in what you have to do, still requires quick thinking and timing. All in all
I've tried to replicate this but I seem to get it in every time, is the ball hitting the little blob that keeps it in place at first? If so then I think you might be doing it slightly wrong, I'll have a look to see if I can make this more obvious.The way you handle the physics in this game is impeccable. It really just feels right. The ball reacts according the surroundings in the exact way that you expect it to. I noted a couple of trouble spots for myself though.
Level 17 has been really, really tough. It probably has something to do with the exact timing necessary to get the ball into the goal-hoop on the last shot. I can get it to that shot very often, but making that final one is really more difficult than it should be.
Which button do you think would be better? I tried it with a mouse click but didn't really like it. Maybe try switching between using your fingers and your thumbs? (whichever you don't use now).On another note, the game also makes use of a key on the keyboard (right now) that I wish I didn't have to use so much! Level 22 especially. It's probably just that space bar is too big of a button and the keyboard on the laptop just doesn't feel like it has a spacebar that can handle this game for a long-ish time![]()
The coding was actually quite simple once I knew what I wanted to do, it's all about using irrklang rather than XACT (the microsoft engine). I'm a maths and classical music geek. Now synchronizing music with my other game was a bitch.The sounds were excellent and it jived well with the visuals. The color motif (blacks and whites with a splash of color) works well for this project. nice work! The sound coding must have been a bitch![]()
Totally, I'd be glad to help, I'm pretty active in this topic too for whenever you have a question.Speaking of coding, I'm probably going to have to take some pointers from you because your physics are great! How did you do rolling and collision handling? The way I did the slopes in my game was really primitive. Without going over the huge details, basically I just "moved" the player to the hypotenuse of the triangle based on where they are on the X plane. You know? But you have full-on rolling down hill, and what's more, you have rolling over objects. That really impressed me. The ball can roll over a plunger object even if it's not perfectly flat and react accordingly. Any pointers you can give?
Cheers, thanks for the feedback.Again, great work!