@alphatrak Even when I set break points, it seems to be calling everything correctly, but not drawing anything for Mercury. No errors.
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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 I got Mercury to work with BasicExplosion in a fresh WindowsGame project, but can't get it working in yours.2 replies 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak I know. I must not be drawing something correctly, because I'm not receiving an error from anything else3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles So comment out the MouseState and ms.LeftButton block, and put just myEffect.Trigger(new Vector2(400.0f, 300.0f));2 replies 0 retweets 0 likes
@alphatrak I was just using 500, 500 for a while anyway, as I don't use the mouse. Really? What did you have to do?
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