we decide to do another (the last) testsession tomorrow (26.09.09) between 08.00-09.00 pm (UTC/GMT +2). We hope some of you will join and enjoy playing Jump! with us
(do not know if this is the right subforum for this topic; if not feel free to move to another :) ) Hey guys, We want to give you a brief insight of our game project. Jump! is a multiplayer jump'n run game which is currently in alpha state. The game is developed with two of my colleges. The game is ...
With focus on window the CPU usage is around 30% and minimized under 10%. Seems normal so far. I have a Athlon 64 X2 Dual 6000+. Thanks for the offer but i've tested it on five different system for now and the result is always the same :( So the only thing i can do is to go deeper in the demos espec...
Hi Norbo, i recognized that when i minimize the window of our game that i can't restore it by clicking ob the tab in the taskbar (results in just the error ping sound). Through updating to older revision i found out that this is caused through the multithreading initialize. if (Environment.Processor...
Hi again, after all i decide to take the save/load methods. In this way i don't need the model (with the textures) so the deticated becomes more lightweight. The save method with a string works well. The problem is that loading result in ArgumentNullException (see screenshot). Happens when loading w...
Sry yes for sure StaticTriangleGroupVertex still exists. I just uncommented my old code snipplet without doing research in object browser :roll: Furthermore i noticed the save/load funtions in the changesnotes from v0.9.0 then. Now i ask my self why i dont remember yesterday :( btw a cool feature at...
Hi Norbo, is there any way to load a StaticTriangleGroup without a xna model? The situation is that i'm actually writing a deticated server for our game. In this case we have some items the player have to collect. These items falls from sky to the playground ( StaticTriangleGroup ). At the moment th...
Norbo, thanks alot. It works wonderfull now :) And btw yes the scaling problem was also an older problem. Maybe you remember. I finally changed it now. I tested the last controller. There are minor problems which i think i can solve with changing some settings. But the SimpleCharacterController work...
Hi Norbo, yes in this situations there is isSupported false because findSupport() return false. And yes as you wrote before in this case the character should do nothing or in this case fall back to ground.... Norbo, i think it's the best (as you meant) when i give you the solution so that you can se...
No i meant the terrace from the video. See screenshot please.
The problem with the planks of the other terrace is solved through a invisible plane which lays direct on it.
I sadly have to say that the problem is still present :( It still happens at the terrace quite often like before. But now the character gets stucked forever again and even doesn't get free after a bit time how i described in the first post. Do you have any further ideas maybe some changes i can do i...
Okay found the problem and fixed it. The problem wasn't the controller settings it was a problem of how i calculate the force. This i the calculation i used and also use further: rotationAmount = rotationAmount * RotationRate; Matrix rotationMatrix = Matrix.CreateFromAxisAngle(Right, rotationAmount....
Hi Norbo, i found the problem. The problem is that the initializing code in activate() never get reached because isUpdating isn't false at beginning. That really strange because in the old controller it is false and the code in the if body get execuded. Same with your demos and the controller (teste...