@alphatrak how can I do that? Do I initialize the whole class in Game le something?
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Replying to @DaveVoyles
@DaveVoyles@alphatrak Doesn't matter when you initialize it so much as you initialize it before you use it. Put it where makes sense to you3 replies 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@alphatrak from Game1 into GameplayScreen, to use in Mercury particle engine I return null. So I need something sooner.1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles I'd say move your game specific object creation stuff from Game1 into Initialize(). Sounds like that might solve the problem.1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak hmmm I'll look into it as let you know how it goes. Thank you!1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles if you need help I can look at your code.. just let me know.4 replies 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak https://www.dropbox.com/sh/quipa9vf3c8rjql/WhKzH0kdnZ … Here it is from earlier (I constantly back up)1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Finally looking at this now. Can you post it again, but include the solution (.sln) file? It's hard to edit it without it.2 replies 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak I just dropped the solution in the folder, so it should work now1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Cool.. got it to build and run. Looks great :) So the problem has to do with the blue particles I'm guessing?4 replies 0 retweets 0 likes
@alphatrak so that particle engine is fine, don't mind them staying around :), I just left them there while debuging
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