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Old 09-17-2008, 01:08 PM   #21 (permalink)
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ok thnx for clearing that up











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Old 09-19-2008, 04:15 AM   #22 (permalink)
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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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Old 09-19-2008, 08:13 PM   #23 (permalink)
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Originally Posted by shutout5591 View Post
Update: Posted new pictures form XNA's screen capture tool. i will be updating this to 3.0 beta tonight!
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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Old 09-20-2008, 08:47 AM   #24 (permalink)
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i've been waiting for zune games forever! Thank You!



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Old 09-22-2008, 02:44 PM   #25 (permalink)
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Quote:
Originally Posted by itsnotabigtruck View Post
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).
Can you pm me the code? Just the class and its usage. Thanks!
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Old 09-22-2008, 04:54 PM   #26 (permalink)
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Originally Posted by shutout5591 View Post
Can you pm me the code? Just the class and its usage. Thanks!
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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Old 09-22-2008, 07:15 PM   #27 (permalink)
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Quote:
Originally Posted by itsnotabigtruck View Post
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.
Why not just use this?

Code:
SpriteFont.DefaultCharacter = '?';
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Old 09-22-2008, 07:37 PM   #28 (permalink)
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Why not just use this?

Code:
SpriteFont.DefaultCharacter = '?';
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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Old 09-22-2008, 09:24 PM   #29 (permalink)
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Originally Posted by itsnotabigtruck View Post
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.
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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Old 09-23-2008, 05:20 AM   #30 (permalink)
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Quote:
Originally Posted by Netrix View Post
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.
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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Old 09-23-2008, 03:51 PM   #31 (permalink)
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POSTED! Updated for XNA 3.0 Beta with Default Character support!
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Old 09-23-2008, 04:00 PM   #32 (permalink)
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Originally Posted by shutout5591 View Post
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
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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Old 09-23-2008, 04:03 PM   #33 (permalink)
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Quote:
Originally Posted by itsnotabigtruck View Post
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).
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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Old 09-23-2008, 04:10 PM   #34 (permalink)
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Quote:
Originally Posted by shutout5591 View Post
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!
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 4ter later today).
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Old 09-23-2008, 04:18 PM   #35 (permalink)
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Quote:
Originally Posted by itsnotabigtruck View Post
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 4ter later today).
yup! I didnt want to do the nub thing of posting the entire file, with comments! Ok, im glad it worked. Thx a bunch!
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Old 09-23-2008, 08:10 PM   #36 (permalink)
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Thank you very much for the update. works like a charm.




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Old 09-24-2008, 10:53 AM   #37 (permalink)
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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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Old 09-24-2008, 11:00 AM   #38 (permalink)
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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?
It's everyone. It's just a Microsoft thing: only games digitally signed by them will exit without a restart.
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Old 09-24-2008, 01:33 PM   #39 (permalink)
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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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Old 09-24-2008, 04:56 PM   #40 (permalink)
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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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