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		<title>Programming (new posts)</title>
		<link>http://midi.wikidot.com/forum/c-4058/programming</link>
		<description>Posts in the forum category &quot;Programming&quot; - This is totally the best spot... no joke. Talk here about programming issues, bugs, successes, or changes.</description>
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				<guid>http://midi.wikidot.com/forum/t-7907#post-18380</guid>
				<title>Multi line text: Multi line text</title>
				<link>http://midi.wikidot.com/forum/t-7907/multi-line-text#post-18380</link>
				<description></description>
				<pubDate>Thu, 19 Apr 2007 03:24:25 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey guys,</p> <p>I made a multi line writer for outputting stuff to the screen. I tried to copy off God's code, but it unfortunately was pretty rough. God thinks readability is overrated. Anyways, it doesn't actually seem like that hard of a thing, and it isn't, except for one thing..</p> <p>The friggin newline character! aka: \n</p> <p>I can't figure out why, but it won't register these buggers. When it parses in the xml files, though, it seems to add in a bunch of \r and \n tags at every carriage return, which is weird that it'd do both… anyways, it sees the \r tags and does a carriage return, but it simply doesn't seem to see the \n character anywhere. I actually added a case statement to alert me if it saw them, but I've gotten nothing.</p> <p>And yet, because the \n chars are there, they're mucking up the output from the writer. There may be another error (some off by 1 thing) that I can fix, but until I can get rid of these phantom \n chars, it's too hard to figure out. Any ideas?</p> 
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				<guid>http://midi.wikidot.com/forum/t-7365#post-17012</guid>
				<title>XML !: Re: XML !</title>
				<link>http://midi.wikidot.com/forum/t-7365/xml#post-17012</link>
				<description></description>
				<pubDate>Tue, 10 Apr 2007 02:16:44 +0000</pubDate>
				<wikidot:authorName>manojalpa</wikidot:authorName>				<wikidot:authorUserId>8124</wikidot:authorUserId>				<content:encoded>
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						 <p>Instead of having it maxed out, I would put it at level 4 (Since that will appear like it's maxed out but they will still get the joy of discovering that you can make your Zyk that extra level better and get the gold bar). That'll still give them plenty of exploration time and what not.</p> <p>And hey, can we make the Beta Zyk grey? Because White is kinda cool :-D</p> <p>It sounds like you've got a good plan pretty much figured out, so just trust your gut on that. I know we disagree on things but I think you've got a really good handle on how this should work ;).</p> 
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				<guid>http://midi.wikidot.com/forum/t-7365#post-16981</guid>
				<title>XML !: Re: XML !</title>
				<link>http://midi.wikidot.com/forum/t-7365/xml#post-16981</link>
				<description></description>
				<pubDate>Mon, 09 Apr 2007 18:05:42 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Well I'm still figuring out how exactly it will be formatted… I guess I can just not worry about schemas, as I'd have to bother Kevin to make one for everything, which would take away from his time on other things.</p> <p>On the other hand, do you want me to write the tutorials? Not saying that you can't do it, but did you have in mind what you're doing? The code for it kinda evolves with what you actually need to do in the tutorial, so I'll have to know what you want.</p> <p>For example, the idea for tutorial levels is that the player will have to max out an attribute (to demonstrate that trait specifically) before going onto the level. The other stuff will be hidden away. This is sorta your "beta Zyk" idea resurrected (actually, it IS your beta Zyk idea, period). There'll be a white Zyk that grows way faster than normal ones, but only in the given feature. Then the player enters a very short level with a single goal that is able to be reached by having that single maxed out trait. Thus we are showing both the way to increase a trait, as well as showing its in game effect.</p> <p>The tutorial text pages (I guess you've seen them at this point) will pop up on entering the tutorial level, and the user should be able to bring them back up if they want (via a new button that I'll add). The final page for each tutorial will likely be something like "I've added notes on this subject to your memo file!" or suchlike. They then can access the similar info to what's given in the tutorial in their memos, which, as we've figured, will be stuff on how to raise attributes in the lab, what each attribute means, etc.</p> <p>As far as triggering memos in the game game, I"ll leave that up to the guys who are working on that half of the game.</p> 
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				<guid>http://midi.wikidot.com/forum/t-7365#post-16971</guid>
				<title>XML !: XML !</title>
				<link>http://midi.wikidot.com/forum/t-7365/xml#post-16971</link>
				<description></description>
				<pubDate>Mon, 09 Apr 2007 15:29:32 +0000</pubDate>
				<wikidot:authorName>manojalpa</wikidot:authorName>				<wikidot:authorUserId>8124</wikidot:authorUserId>				<content:encoded>
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						 <p>If you give me an XML layout for anything I can start filling it in (For instance all the tutorial stuff, memo stuff, things the head is going to say when you mouse over locations….)</p> 
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				<guid>http://midi.wikidot.com/forum/t-7342#post-16942</guid>
				<title>Zyk transformation bug: Zyk transformation bug</title>
				<link>http://midi.wikidot.com/forum/t-7342/zyk-transformation-bug#post-16942</link>
				<description></description>
				<pubDate>Mon, 09 Apr 2007 05:17:08 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Hello hello,</p> <p>If you've been in the music lab or the zykatorium (that's my spelling and I'm sticking to it!), you may have noticed that the zyk doesn't really transform correctly. Mostly, it's because the UpdateTransforms method seems to like working with the incremental changes that are handed each game cycle in the lab or zykatorium. However, I'm not sure how to modify the Zyk model from the original attribute input. So, for example, even though I hand a totally maxed out Zyk in, it looks like a pip-squeak in the lab because it doesn't update the model. It does once you enter the level, but I can't seem to figure out how to achieve this transform for the TestZyk. Gordon, can you help me out here? Thanks!</p> 
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				<guid>http://midi.wikidot.com/forum/t-7200#post-16784</guid>
				<title>svn weirdness: Re: svn weirdness</title>
				<link>http://midi.wikidot.com/forum/t-7200/svn-weirdness#post-16784</link>
				<description></description>
				<pubDate>Sat, 07 Apr 2007 04:55:14 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Yeah sorry about that… funny though that it notes the difference… windows itself is usually pretty lax about capital vs lowercase.</p> 
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				<guid>http://midi.wikidot.com/forum/t-7200#post-16666</guid>
				<title>svn weirdness: Re: svn weirdness</title>
				<link>http://midi.wikidot.com/forum/t-7200/svn-weirdness#post-16666</link>
				<description></description>
				<pubDate>Fri, 06 Apr 2007 13:16:05 +0000</pubDate>
				<wikidot:authorName>manojalpa</wikidot:authorName>				<wikidot:authorUserId>8124</wikidot:authorUserId>				<content:encoded>
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						 <p>Haha this totally killed my SVN for like hours :-(</p> <p>It was because you had a .png and a .PNG</p> <p>I love the filler art by the way &gt;:O Haha.</p> 
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				<guid>http://midi.wikidot.com/forum/t-7210#post-16623</guid>
				<title>Thumbs.db: Thumbs.db</title>
				<link>http://midi.wikidot.com/forum/t-7210/thumbs-db#post-16623</link>
				<description></description>
				<pubDate>Fri, 06 Apr 2007 01:46:18 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Blah… I'm a perpetrator of thumbs.db on svn… but thing is, I don't actutally see the thumbs.db file in my explorer windows… isn't it a hidden file that should be shown if you have hidden files viewable? I'm a bit puzzled by this, since I would like to find it and remove from svn… any suggestions?</p> 
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				<guid>http://midi.wikidot.com/forum/t-7200#post-16589</guid>
				<title>svn weirdness: svn weirdness</title>
				<link>http://midi.wikidot.com/forum/t-7200/svn-weirdness#post-16589</link>
				<description></description>
				<pubDate>Thu, 05 Apr 2007 21:42:37 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>hey, just wanted to alert you guys that I think I've confused svn a bit while trying to load in a new background file for the main menu… tell me if you experience trouble.</p> 
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				<guid>http://midi.wikidot.com/forum/t-7179#post-16523</guid>
				<title>CRASHED by the Tile: CRASHED by the Tile</title>
				<link>http://midi.wikidot.com/forum/t-7179/crashed-by-the-tile#post-16523</link>
				<description></description>
				<pubDate>Thu, 05 Apr 2007 13:39:29 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok, so in the latest version of the Tile.cs file, looks like we're getting all manner of crazy errors, like trying to do bad implicit casts and such. Are you guys aware of those, or is it just a problem on my computer? Looks like Kevin and Gordon were working on it a lot last night, so I guess I'll find out today in class. Thing is that I can't seem to update to a previous revision just to work on the Music Lab, because it will always give me that dreaded "NoSuitableGraphicsDevice" error…. *sigh*. Ah well. Hopefully we'll work this out in class today.</p> 
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				<guid>http://midi.wikidot.com/forum/t-6818#post-15720</guid>
				<title>Drawing part of a Texture2D: Re: Drawing part of a Texture2D</title>
				<link>http://midi.wikidot.com/forum/t-6818/drawing-part-of-a-texture2d#post-15720</link>
				<description></description>
				<pubDate>Fri, 30 Mar 2007 11:44:50 +0000</pubDate>
				<wikidot:authorName>Kevinoid</wikidot:authorName>				<wikidot:authorUserId>8278</wikidot:authorUserId>				<content:encoded>
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						 <p>Not sure if you are talking about 2D or 3D drawing, but I will guess 2D. If it is 3D you may get more help from Gordon or Sasha. For 2D textures (drawn using a SpriteBatch), all you need to do is use one of the overloads of Draw() that takes a parameter for a source rectangle. See <a href="http://msdn2.microsoft.com/en-us/library/microsoft.xna.framework.graphics.spritebatch.draw.aspx">MSDN</a> for a list of the overloads (or use IntelliSense in XNA studio). By the way, there is an overview of some of the 2D stuff <a href="http://msdn2.microsoft.com/en-us/library/bb203919.aspx">here</a>, but it is not really detailed…</p> 
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				<guid>http://midi.wikidot.com/forum/t-6818#post-15677</guid>
				<title>Drawing part of a Texture2D: Drawing part of a Texture2D</title>
				<link>http://midi.wikidot.com/forum/t-6818/drawing-part-of-a-texture2d#post-15677</link>
				<description></description>
				<pubDate>Fri, 30 Mar 2007 04:12:09 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Hmm… this shouldn't be so hard to figure out.</p> <p>Do any of you guys know how to draw just a part of an image, like what you would do to draw an animation where you just want to draw a small part of the whole texture?</p> 
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				<guid>http://midi.wikidot.com/forum/t-6718#post-15342</guid>
				<title>Woot we&#039;ve got speed!: Woot we&#039;ve got speed!</title>
				<link>http://midi.wikidot.com/forum/t-6718/woot-we-ve-got-speed#post-15342</link>
				<description></description>
				<pubDate>Wed, 28 Mar 2007 16:06:45 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Wow, this place has been a ghost town lately… but anyways…</p> <p>Kevin/Gordon/Sascha… I'm not sure what you did, but the game game runs just fine on my computer now…probably also Chelsea's too then… silky smooth. Sascha said he thinks that it might have been that darn dice texture, but who knows. Point is, don't try to fix it, because it runs nicely now. Excellent stuff!</p> 
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				<guid>http://midi.wikidot.com/forum/t-5746#post-12871</guid>
				<title>PreferMultiSampling: Re: PreferMultiSampling</title>
				<link>http://midi.wikidot.com/forum/t-5746/prefermultisampling#post-12871</link>
				<description></description>
				<pubDate>Fri, 09 Mar 2007 03:51:04 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>AHA!</p> <p>Whatever it is, iTunes seems to be part of the problem. A lot of trial and error seems to suggest that XNA and iTunes don't play nice with resources somehow or another… so just a suggestion to anybody else who is having this problem is to close itunes and c# express, then reopen just C#. It may solve the problem.</p> 
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				<guid>http://midi.wikidot.com/forum/t-5746#post-12861</guid>
				<title>PreferMultiSampling: PreferMultiSampling</title>
				<link>http://midi.wikidot.com/forum/t-5746/prefermultisampling#post-12861</link>
				<description></description>
				<pubDate>Fri, 09 Mar 2007 01:23:05 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>So I've figured that the graphics.PreferMultiSampling option set to true in the start of the game is what is making the game sometimes run, sometimes bug out when I run it. Just wondering… is it for anti aliasing like I think it is, or something else, and why won't our game run without it? I can comment it out and the game runs ok for a bit, but when trying to play a note in the lab or moving in the "game game", the game crashes and gives me thus:</p> <p><em>LoaderLock Detected:<br /> Attempting managed execution inside OS Loader lock. Do not attempt to run managed code inside a DllMain or image initialization function since doing so can cause the application to hang.</em></p> <p>Since the bug for whatever reason seems to be occurring more often that I can't run the game at all and must just keep trying again and again until it does run with PreferMultiSampling set to true, this is kinda a bit of a problem… is it happening to anybody else?</p> 
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				<guid>http://midi.wikidot.com/forum/t-5291#post-11745</guid>
				<title>issues with color: issues with color</title>
				<link>http://midi.wikidot.com/forum/t-5291/issues-with-color#post-11745</link>
				<description></description>
				<pubDate>Thu, 01 Mar 2007 00:25:13 +0000</pubDate>
				<wikidot:authorName>SaschaAdler</wikidot:authorName>				<wikidot:authorUserId>1552</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey all,</p> <p>I think the codebase needs a bit of tweaking with regards to the how Zyk color is handled in the ZykAttributes class. Apart from the fact that there need to be more colors than are listed, I am confused as to the purpose of the "darkColor" flag. As far as I understand it, the Zyk will have a lighter color if a major key is used, and a darker color if the minor key is used, so why is there a flag instead of a more complex system?</p> <p>-Sascha</p> 
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				<guid>http://midi.wikidot.com/forum/t-4605#post-11680</guid>
				<title>Modeling: Re: Modeling</title>
				<link>http://midi.wikidot.com/forum/t-4605/modeling#post-11680</link>
				<description></description>
				<pubDate>Wed, 28 Feb 2007 17:31:41 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p>I think the guy woth the animation library did an update so it might work for us now. Sasha or robert or womeone might want to check this out I hope toget to it later tonight.</p> 
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				<guid>http://midi.wikidot.com/forum/t-4605#post-11484</guid>
				<title>Modeling: Re: Modeling</title>
				<link>http://midi.wikidot.com/forum/t-4605/modeling#post-11484</link>
				<description></description>
				<pubDate>Tue, 27 Feb 2007 14:46:39 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p>The music lab now shows the test Zyk model that Robert made.</p> 
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				<guid>http://midi.wikidot.com/forum/t-4833#post-10851</guid>
				<title>busted code!: Re: busted code!</title>
				<link>http://midi.wikidot.com/forum/t-4833/busted-code#post-10851</link>
				<description></description>
				<pubDate>Wed, 21 Feb 2007 17:24:44 +0000</pubDate>
				<wikidot:authorName>Kevinoid</wikidot:authorName>				<wikidot:authorUserId>8278</wikidot:authorUserId>				<content:encoded>
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						 <p>ok, sounds like a plan.</p> 
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				<guid>http://midi.wikidot.com/forum/t-4841#post-10829</guid>
				<title>Game state enum: Re: Game state enum</title>
				<link>http://midi.wikidot.com/forum/t-4841/game-state-enum#post-10829</link>
				<description></description>
				<pubDate>Wed, 21 Feb 2007 15:34:37 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Ah yeah your way is better. It did seem messy in util, but if I have a method to tell MusicMonsters that I'm done in the lab, that's fine then. Actually, for now the "MusicLab" class is actually "MIDIKeyboardInput" (again, it may change, but for prototype purposes I'm busy working on other stuff), just fyi. I know that we eventually plan to have all 3 inputs eventually, but piano and file will have to wait for now as I just try to get algorithms in place for actually affecting the Zyk.</p> 
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