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	<title>Comments for Nick Gravelyn</title>
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	<link>http://nickgravelyn.com</link>
	<description></description>
	<lastBuildDate>Wed, 10 Mar 2010 20:04:00 +0000</lastBuildDate>
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		<title>Comment on Know when to be lazy by Crowbar</title>
		<link>http://nickgravelyn.com/2010/03/know-when-to-be-lazy/comment-page-1/#comment-451</link>
		<dc:creator>Crowbar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 20:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1511#comment-451</guid>
		<description>Having been working on my own Platformer using XML and dreading the whole &quot;I need to make a level editor now :(&quot; thing, Tiled looks to be a blessing. I shall be playing with this later tonight for sure.

Thanks!</description>
		<content:encoded><![CDATA[<p>Having been working on my own Platformer using XML and dreading the whole &#8220;I need to make a level editor now <img src='http://nickgravelyn.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> &#8221; thing, Tiled looks to be a blessing. I shall be playing with this later tonight for sure.</p>
<p>Thanks!</p>
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		<title>Comment on Scaling retro sprites at build time by kriswd40.myopenid.com/</title>
		<link>http://nickgravelyn.com/2010/02/scaling-retro-sprites-at-build-time/comment-page-1/#comment-450</link>
		<dc:creator>kriswd40.myopenid.com/</dc:creator>
		<pubDate>Wed, 10 Mar 2010 19:22:28 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1409#comment-450</guid>
		<description>I think I&#039;m going to need to use this for my upcoming game... I was going to create everything at 320x180 and scale up with a matrix transformation, but (as you may already know), this causes the movement to be a bit jerky. I think your idea here will improve (fix) that... it will also be easier to think about the game in terms of 1280x720 screen resolution too.</description>
		<content:encoded><![CDATA[<p>I think I&#8217;m going to need to use this for my upcoming game&#8230; I was going to create everything at 320&#215;180 and scale up with a matrix transformation, but (as you may already know), this causes the movement to be a bit jerky. I think your idea here will improve (fix) that&#8230; it will also be easier to think about the game in terms of 1280&#215;720 screen resolution too.</p>
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		<title>Comment on Know when to be lazy by Nick</title>
		<link>http://nickgravelyn.com/2010/03/know-when-to-be-lazy/comment-page-1/#comment-449</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Mon, 08 Mar 2010 05:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1511#comment-449</guid>
		<description>Oh yeah. Whoops. :)</description>
		<content:encoded><![CDATA[<p>Oh yeah. Whoops. <img src='http://nickgravelyn.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Know when to be lazy by Tangeleno</title>
		<link>http://nickgravelyn.com/2010/03/know-when-to-be-lazy/comment-page-1/#comment-448</link>
		<dc:creator>Tangeleno</dc:creator>
		<pubDate>Mon, 08 Mar 2010 05:12:43 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1511#comment-448</guid>
		<description>Thanks so much for posting this code, there is one small problem when it comes to the TmxProcessor in regards to adding the tile properties. The code doesn&#039;t hit all the values in tileSet.TileProperties. TmxProcessor.cs lines 85-89;

// get any properties from the tile set
if (tileSet.TileProperties.ContainsKey(y + x))
{
	tile.Properties = tileSet.TileProperties[y + x];
}

Should Be

// get any properties from the tile set
if (tileSet.TileProperties.ContainsKey((y * frameCountX) + x))
{
	tile.Properties = tileSet.TileProperties[(y * frameCountX) + x];
}</description>
		<content:encoded><![CDATA[<p>Thanks so much for posting this code, there is one small problem when it comes to the TmxProcessor in regards to adding the tile properties. The code doesn&#8217;t hit all the values in tileSet.TileProperties. TmxProcessor.cs lines 85-89;</p>
<p>// get any properties from the tile set<br />
if (tileSet.TileProperties.ContainsKey(y + x))<br />
{<br />
	tile.Properties = tileSet.TileProperties[y + x];<br />
}</p>
<p>Should Be</p>
<p>// get any properties from the tile set<br />
if (tileSet.TileProperties.ContainsKey((y * frameCountX) + x))<br />
{<br />
	tile.Properties = tileSet.TileProperties[(y * frameCountX) + x];<br />
}</p>
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	<item>
		<title>Comment on Know when to be lazy by Stephen Belanger</title>
		<link>http://nickgravelyn.com/2010/03/know-when-to-be-lazy/comment-page-1/#comment-447</link>
		<dc:creator>Stephen Belanger</dc:creator>
		<pubDate>Mon, 08 Mar 2010 01:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1511#comment-447</guid>
		<description>Yeah, I didn&#039;t really put much work into the TMX loader. It was my first project with XNA and C# too, so I was still learning and I only spent a few hours on it.

It didn&#039;t really need to be super optimized or anything for my uses.</description>
		<content:encoded><![CDATA[<p>Yeah, I didn&#8217;t really put much work into the TMX loader. It was my first project with XNA and C# too, so I was still learning and I only spent a few hours on it.</p>
<p>It didn&#8217;t really need to be super optimized or anything for my uses.</p>
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		<title>Comment on Using GamerServicesDispatcher to fix up exception handling by John Brown</title>
		<link>http://nickgravelyn.com/2010/02/using-gamerservicesdispatcher-to-fix-up-exception-handling/comment-page-1/#comment-446</link>
		<dc:creator>John Brown</dc:creator>
		<pubDate>Sun, 07 Mar 2010 15:16:58 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1417#comment-446</guid>
		<description>Thanks for the prompt reply.  I had already moved the Window.Handle in my code but it made not difference to the problem.  I have just finished creating a simple game form and that is what I use on both Windows and Xbox.  It&#039;s not quite as neat as the Guide display, but it does the job.  Although I am only ever going to distribute the game on the Xbox I might distribute the level editor on Windows so I like to keep the two code sets as similar as posible.

Thanks for the examples they have been very helpful.</description>
		<content:encoded><![CDATA[<p>Thanks for the prompt reply.  I had already moved the Window.Handle in my code but it made not difference to the problem.  I have just finished creating a simple game form and that is what I use on both Windows and Xbox.  It&#8217;s not quite as neat as the Guide display, but it does the job.  Although I am only ever going to distribute the game on the Xbox I might distribute the level editor on Windows so I like to keep the two code sets as similar as posible.</p>
<p>Thanks for the examples they have been very helpful.</p>
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		<title>Comment on Using GamerServicesDispatcher to fix up exception handling by Nick</title>
		<link>http://nickgravelyn.com/2010/02/using-gamerservicesdispatcher-to-fix-up-exception-handling/comment-page-1/#comment-445</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Sun, 07 Mar 2010 15:00:39 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1417#comment-445</guid>
		<description>That is odd. I fixed one bug in the code above which is that you should always set the WindowHandle in the new game. But it&#039;s strange that this works fine on Xbox but not on Windows.

Personally though, I don&#039;t worry about it. Since running on Windows I&#039;m always under debugger, I can see when errors happen. Alternatively if you wanted to run off the debugger (or ship the game), you shouldn&#039;t use gamer services as they aren&#039;t in the XNA redist. In that case I would use System.Windows.Forms and display a message box instead. Or, for bonus points, make a nice, neat form that shows what happened with a button to email it to you or send it to your server. :)</description>
		<content:encoded><![CDATA[<p>That is odd. I fixed one bug in the code above which is that you should always set the WindowHandle in the new game. But it&#8217;s strange that this works fine on Xbox but not on Windows.</p>
<p>Personally though, I don&#8217;t worry about it. Since running on Windows I&#8217;m always under debugger, I can see when errors happen. Alternatively if you wanted to run off the debugger (or ship the game), you shouldn&#8217;t use gamer services as they aren&#8217;t in the XNA redist. In that case I would use System.Windows.Forms and display a message box instead. Or, for bonus points, make a nice, neat form that shows what happened with a button to email it to you or send it to your server. <img src='http://nickgravelyn.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on Using GamerServicesDispatcher to fix up exception handling by John Brown</title>
		<link>http://nickgravelyn.com/2010/02/using-gamerservicesdispatcher-to-fix-up-exception-handling/comment-page-1/#comment-444</link>
		<dc:creator>John Brown</dc:creator>
		<pubDate>Sun, 07 Mar 2010 12:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1417#comment-444</guid>
		<description>Hi

I like this error handling series and I am very please I can get rid of my last component, by using the ...Dispatcher instead BUT...  you knew there would be a but.

I can&#039;t get the Guide message to display in Windows.  It works great on the Xbox.
What extra trick do I need to do to get it to work?

Many thanks</description>
		<content:encoded><![CDATA[<p>Hi</p>
<p>I like this error handling series and I am very please I can get rid of my last component, by using the &#8230;Dispatcher instead BUT&#8230;  you knew there would be a but.</p>
<p>I can&#8217;t get the Guide message to display in Windows.  It works great on the Xbox.<br />
What extra trick do I need to do to get it to work?</p>
<p>Many thanks</p>
]]></content:encoded>
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	<item>
		<title>Comment on Know when to be lazy by Warspawn</title>
		<link>http://nickgravelyn.com/2010/03/know-when-to-be-lazy/comment-page-1/#comment-443</link>
		<dc:creator>Warspawn</dc:creator>
		<pubDate>Sun, 07 Mar 2010 08:22:39 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1511#comment-443</guid>
		<description>Awesome! Thanks so much for this! I had seen the blog post and website before in my searches, but wasn&#039;t quite as clever as you to take it to the next level (I&#039;m still starting out with XNA development). Anyway, I think this is great, being able to easily use Tiled in projects saves a ton of time and work.</description>
		<content:encoded><![CDATA[<p>Awesome! Thanks so much for this! I had seen the blog post and website before in my searches, but wasn&#8217;t quite as clever as you to take it to the next level (I&#8217;m still starting out with XNA development). Anyway, I think this is great, being able to easily use Tiled in projects saves a ton of time and work.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Making noise by ProtheonX</title>
		<link>http://nickgravelyn.com/2010/02/making-noise/comment-page-1/#comment-442</link>
		<dc:creator>ProtheonX</dc:creator>
		<pubDate>Mon, 01 Mar 2010 04:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=1446#comment-442</guid>
		<description>I have been using Propellerhead&#039;s Reason software for years to do my MIDI sequencing. It doesn&#039;t allow for audio editing (unless you buy their other software Record) which I bet you used in Garage Band and Acid.  If you feel up to it, Ableton Live is a really great piece of software with some great built in instruments.</description>
		<content:encoded><![CDATA[<p>I have been using Propellerhead&#8217;s Reason software for years to do my MIDI sequencing. It doesn&#8217;t allow for audio editing (unless you buy their other software Record) which I bet you used in Garage Band and Acid.  If you feel up to it, Ableton Live is a really great piece of software with some great built in instruments.</p>
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