oyyou's Profile User Rating: -----

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User is offline Aug 14 2014 02:41 PM

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Posts I've Made

  1. In Topic: Object Interactions

    Posted 14 Aug 2014

    You know, tlhIn`toq, even though I've been programming for many years, I've pretty much never touched events.
    They scare me, if I'm honest.

    Even when working with WPF, I would specifically go with MVVM so keep away from events.

    But from experience, do you know how well they work with XNA? (Turns out I'm in the wrong place)

    Also, I'm not using Arrays, I using that to signify that I have multiple.
    Since I plan on keeping the game small, I will be using lists.
  2. In Topic: Chat Database (Friends)

    Posted 20 Jun 2014

    Funnily enough, almost as soon as I started this, I made my "UserFriends" class
      public class UserFriends
        public int ID { get; set; }
        public int UserID { get; set; }
        public int FriendID { get; set; }
        public virtual User Friend { get; set; }

    I feel like I'm cheating with the below code. This is called whenever a user logs in. It appears to work, but in my mind it seems a bit.. crude
    dbUser.Friends = db.UserFriends.Where(c => c.UserID == dbUser.ID).Select(c => c.Friend).ToList();
  3. In Topic: Winforms controls in XNA

    Posted 31 Dec 2013

    View PostRhino1111, on 30 December 2013 - 11:17 AM, said:

    So far I have a lot of basic controls done, buttons, check boxes, labels, etc. The textbox has given me a little bit of trouble, but I think I'm finally on the right track to having something near identical in feel to the windows forms one. automatic text scrolling, clipping, selecting, copy/paste, carrot position indicator, etc.

    I have been trying to do this myself for so long now. I've found that it's good to go on the MSDN website and try to copy the layout from WinForms and WPF.
    But like you've said, the TextBox is trouble (I've had nightmares about it, no joke).

    If you like, we could do a bit of code sharing to try and help each other out a bit. At the minute I'm trying to make a stable Base Class. Something all my controls can inherit and use.
  4. In Topic: Game Sectors

    Posted 24 Oct 2013

    Okay okay.

    I have a player class. With the property "Position", which is a Vector2.
    I change the position with but using Velocity. Which is also a Vector2
    Position += Velocity

    The also has a rectangle, which is used for the collision detection (Which isn't implemented, yet) and drawing the player on the screen
    spriteBatch.Draw(texture, rectangle, Color.White);

    And that's just about it. Change velocity with keyboard input. (I actually have rotation implemented, but that makes no diff).

    So my question is, how do I make my position so that it is always relative to the sector?
  5. In Topic: Game Sectors

    Posted 24 Oct 2013

    So I never want Position.X to be more than 10000. But sector[0, 1].Position.X will be 10001. So when I go into sector[0, 1], I will want the players position to reset back to 0.

    Does that make sense?

My Information

Member Title:
D.I.C Head
Age Unknown
Birthday Unknown
Programming Languages:
C#, C++, Java

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  1. Photo

    Shinobi411 Icon

    23 Feb 2013 - 19:52
    Hey, I just saw your post about looking for a project. I might have just the thing but are you looking to deal with strictly xna? My team and I are currently working between Unity and Indielib. If you'd like some more information feel free to email us at Ondayo.Studios@me.com That way we will be able to discuss in further detail if you are up to helping us out. We would greatly appreciate ...
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