@alphatrak I just dropped the solution in the folder, so it should work now
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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 -
Replying to @alphatrak
@alphatrak Even when I set break points, it seems to be calling everything correctly, but not drawing anything for Mercury. No errors.5 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles That at least prevents a null being set to GraphicsDeviceService in the "new SpriteBatchRenderer" in GameplayScreen.Initialize()1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak Oh ok, this way they are ALL using the SAME GraphicsDevice2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Yeah exactly. I'm assuming that's correct. I haven't used XNA in a long time :) Unfortunately, I need to get ready for work tho1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak quite alright, thank you again for taking time to help!1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles No prob. By the way, what am I supposed to see when I get it working? Looks like the BasicExplosion effect is commented out.1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak Yup, basically a small explosion, exactly that. It is about 50x50 pixels, with a bit of smoke.3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles ahh.. I should probably uncomment that myEffect stuff then huh? hahah1 reply 0 retweets 0 likes
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