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09-19-2008, 04:15 AM
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#22 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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Update: Posted new pictures form XNA's screen capture tool. i will be updating this to 3.0 beta tonight!
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~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-19-2008, 08:13 PM
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#23 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by shutout5591
Update: Posted new pictures form XNA's screen capture tool. i will be updating this to 3.0 beta tonight!
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While you're at it, it would be great if you added Unicode character filtering support (like what I hacked into the version I posted in this thread).
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09-20-2008, 08:47 AM
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#24 (permalink)
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Zewbie
Join Date: Oct 2007
Posts: 1
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i've been waiting for zune games forever! Thank You!
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09-22-2008, 02:44 PM
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#25 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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Quote:
Originally Posted by itsnotabigtruck
While you're at it, it would be great if you added Unicode character filtering support (like what I hacked into the version I posted in this thread). 
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Can you pm me the code? Just the class and its usage. Thanks!
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~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-22-2008, 04:54 PM
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#26 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by shutout5591
Can you pm me the code? Just the class and its usage. Thanks!
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I'll just post it right here.
Code:
string FilterText(string str)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < str.Length; ++i)
sb.Append((str[i] >= 32 && str[i] <= 126) ? str[i] : '?');
return sb.ToString();
}
Change the range of characters it checks for if you are using CharacterRegions other than the default. You need to run that function on any text that might contain accented characters (that namely includes names of stuff from the user's music library) before passing it to DrawString.
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09-22-2008, 07:15 PM
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#27 (permalink)
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Purger of Ignorance
zB Programmer Retired Staff Expert Zuner
Join Date: Jun 2008
Location: In my own world
Posts: 2,800
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Quote:
Originally Posted by itsnotabigtruck
I'll just post it right here.
Code:
string FilterText(string str)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < str.Length; ++i)
sb.Append((str[i] >= 32 && str[i] <= 126) ? str[i] : '?');
return sb.ToString();
}
Change the range of characters it checks for if you are using CharacterRegions other than the default. You need to run that function on any text that might contain accented characters (that namely includes names of stuff from the user's music library) before passing it to DrawString.
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Why not just use this?
Code:
SpriteFont.DefaultCharacter = '?';

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09-22-2008, 07:37 PM
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#28 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by Netrix
Why not just use this?
Code:
SpriteFont.DefaultCharacter = '?';
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Wow...they actually honored my bug report? :p I guess it was probably on the table anyway.
That's a pretty awesome feature; everybody needs to start using this. It appears that you can use it in the spritefont XML too; just add <DefaultCharacter>?</DefaultCharacter> along with all the other directives.
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09-22-2008, 09:24 PM
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#29 (permalink)
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Purger of Ignorance
zB Programmer Retired Staff Expert Zuner
Join Date: Jun 2008
Location: In my own world
Posts: 2,800
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Quote:
Originally Posted by itsnotabigtruck
Wow...they actually honored my bug report? :p I guess it was probably on the table anyway.
That's a pretty awesome feature; everybody needs to start using this. It appears that you can use it in the spritefont XML too; just add <DefaultCharacter>?</DefaultCharacter> along with all the other directives.
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I actually knew something that you did not know... but now you know it. Oh well.
I saw it in the documentation of things that they added, and I thought you would be pleased.

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09-23-2008, 05:20 AM
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#30 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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Quote:
Originally Posted by Netrix
I actually knew something that you did not know... but now you know it. Oh well.
I saw it in the documentation of things that they added, and I thought you would be pleased.
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WOW! nice. I am overall very pleased by the xna crew, they seem to listen to feedback.
Is this default when a spritefont is created, it should be!
I will add this tonight
__________________
~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-23-2008, 03:51 PM
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#31 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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POSTED! Updated for XNA 3.0 Beta with Default Character support!
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~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-23-2008, 04:00 PM
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#32 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by shutout5591
WOW! nice. I am overall very pleased by the xna crew, they seem to listen to feedback.
Is this default when a spritefont is created, it should be!
I will add this tonight
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Awesome! I'll be sure to try it out.
I verified that it isn't set by default (in fact, I don't think the <DefaultCharacter> XML setting is documented anywhere, though that's probably mainly due to the fact that the documentation for XNA 3.0 is weak overall).
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09-23-2008, 04:03 PM
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#33 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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Quote:
Originally Posted by itsnotabigtruck
Awesome! I'll be sure to try it out.
I verified that it isn't set by default (in fact, I don't think the <DefaultCharacter> XML setting is documented anywhere, though that's probably mainly due to the fact that the documentation for XNA 3.0 is weak overall).
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Great! Let me know how it works for you.
I wasn't quite sure where to put DefaultCharacter. Heres where i put it
Code:
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<DefaultCharacter>?</DefaultCharacter>
</Asset>
</XnaContent>
Its the last of the Asset declarations before the character region. When i had it before the sytle element, it said compile error, so i put it after.
Let me know how it works!
__________________
~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-23-2008, 04:10 PM
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#34 (permalink)
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you lost the game.
zB Programmer Moderator Elite Zuner
Join Date: May 2008
Posts: 2,403
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Quote:
Originally Posted by shutout5591
Great! Let me know how it works for you.
I wasn't quite sure where to put DefaultCharacter. Heres where i put it
Code:
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<DefaultCharacter>?</DefaultCharacter>
</Asset>
</XnaContent>
Its the last of the Asset declarations before the character region. When i had it before the sytle element, it said compile error, so i put it after.
Let me know how it works!
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I assume you snipped the rest of the lines from the XML file.
That worked for SIR TET (which BTW I'm going to update to version 4 ter later today).
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09-23-2008, 04:18 PM
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#35 (permalink)
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 332
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Quote:
Originally Posted by itsnotabigtruck
I assume you snipped the rest of the lines from the XML file.
That worked for SIR TET (which BTW I'm going to update to version 4 ter later today). 
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yup! I didnt want to do the nub thing of posting the entire file, with comments! Ok, im glad it worked. Thx a bunch!
__________________
~Shutout5591~
[FINAL] Asteroids 1.0
If you like me work or I have helped you, + Rep me!

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09-23-2008, 08:10 PM
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#36 (permalink)
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Zuner
Join Date: Aug 2008
Location: Highland, IN
Posts: 50
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Thank you very much for the update. works like a charm.

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09-24-2008, 10:53 AM
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#37 (permalink)
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Squirt
Join Date: Sep 2008
Location: TX
Posts: 11
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Is it just my Zune, or does it just shut off and then come back on right after you exit out of the game?

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09-24-2008, 11:00 AM
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#38 (permalink)
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Zune Priest
Join Date: May 2008
Location: Planet Bob
Posts: 7,081
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Quote:
Originally Posted by Drea Star
Is it just my Zune, or does it just shut off and then come back on right after you exit out of the game?
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It's everyone. It's just a Microsoft thing: only games digitally signed by them will exit without a restart.
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o/ lolBeatrice \o
Quote:
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Originally Posted by #sos-dan
21:42 <Azu-nyan>: And no, no happying. <.<
21:42 <Azu-nyan>: fapping*
21:42 <vonPreussen>: Freudian typos xD
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09-24-2008, 01:33 PM
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#39 (permalink)
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Squirt
Join Date: Sep 2008
Location: TX
Posts: 11
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Well then i'm glad to know that it isn't just mine then. But I like the game.

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09-24-2008, 04:56 PM
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#40 (permalink)
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Zewbie
Join Date: Sep 2008
Posts: 2
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When I went to the download page thingg, it just gave me like the code or something because it was a looong page of words that looked like the Visual C# code-a-mijigorr. If you could, or some else, upload it on a differnet server, I'd really appreciate it. :]] I've been waiting to play this gamee!
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