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	<title>Comments on: Using the Game State Management Sample</title>
	<atom:link href="http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/</link>
	<description>Game Development Demystified!</description>
	<lastBuildDate>Mon, 30 Aug 2010 22:36:02 -0400</lastBuildDate>
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		<item>
		<title>By: Tyson F. Gautreaux</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-718</link>
		<dc:creator>Tyson F. Gautreaux</dc:creator>
		<pubDate>Sun, 20 Jun 2010 14:32:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-718</guid>
		<description>Thank you for this.</description>
		<content:encoded><![CDATA[<p>Thank you for this.</p>
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	<item>
		<title>By: Jkooper</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-671</link>
		<dc:creator>Jkooper</dc:creator>
		<pubDate>Wed, 14 Apr 2010 07:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-671</guid>
		<description>You&#039;re right,now  I have passed the object to the instance. Now it is possible to access the methodes and public variables.

thank you for your help</description>
		<content:encoded><![CDATA[<p>You&#8217;re right,now  I have passed the object to the instance. Now it is possible to access the methodes and public variables.</p>
<p>thank you for your help</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jkooper</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-665</link>
		<dc:creator>Jkooper</dc:creator>
		<pubDate>Sun, 04 Apr 2010 19:07:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-665</guid>
		<description>thank you very much for your reply. I&#039;ll try it until next week. 
If I don&#039;t get it right I am already sorry for bothering you again in the future. Anyway, I&#039;ll post again if, or if not, I succeed.</description>
		<content:encoded><![CDATA[<p>thank you very much for your reply. I&#8217;ll try it until next week.<br />
If I don&#8217;t get it right I am already sorry for bothering you again in the future. Anyway, I&#8217;ll post again if, or if not, I succeed.</p>
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	<item>
		<title>By: nazeeh</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-664</link>
		<dc:creator>nazeeh</dc:creator>
		<pubDate>Sun, 04 Apr 2010 00:59:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-664</guid>
		<description>One way you can do that is to have something like a context object that you can pass to all screens. Then you can put parameters on it that you can read from any screen. </description>
		<content:encoded><![CDATA[<p>One way you can do that is to have something like a context object that you can pass to all screens. Then you can put parameters on it that you can read from any screen.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jkooper</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-660</link>
		<dc:creator>Jkooper</dc:creator>
		<pubDate>Tue, 30 Mar 2010 15:44:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-660</guid>
		<description>Hi,

I have integrated your example and it is working great. But of course I have a problem.
I have integrated my old written gamecode in the GameplayScreen Class and everything is working fine. Except one thing. I dont get the pause menu to &quot;know&quot; a public variable from the Gameplayscreen. How can I pass a Variable/Object from the gameplayScreen Object to the pausescreen?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>I have integrated your example and it is working great. But of course I have a problem.<br />
I have integrated my old written gamecode in the GameplayScreen Class and everything is working fine. Except one thing. I dont get the pause menu to &#8220;know&#8221; a public variable from the Gameplayscreen. How can I pass a Variable/Object from the gameplayScreen Object to the pausescreen?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-2/#comment-641</link>
		<dc:creator>John</dc:creator>
		<pubDate>Thu, 11 Mar 2010 13:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-641</guid>
		<description>Hello,
  I have a project and I decided to merge it with this Gamestate sample to add some menu functionality to my game.
  On my Gameplay screen I have a few things that should be  Initialized first but I can&#039;t initialize them by using the Initialize() method like I did before I merged the project with my game.
  Do I have to add my initialization method somewhere else? maybe the gamescreen or screen manager?

 Thanks</description>
		<content:encoded><![CDATA[<p>Hello,<br />
  I have a project and I decided to merge it with this Gamestate sample to add some menu functionality to my game.<br />
  On my Gameplay screen I have a few things that should be  Initialized first but I can&#8217;t initialize them by using the Initialize() method like I did before I merged the project with my game.<br />
  Do I have to add my initialization method somewhere else? maybe the gamescreen or screen manager?</p>
<p> Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: geniass</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-1/#comment-477</link>
		<dc:creator>geniass</dc:creator>
		<pubDate>Mon, 13 Jul 2009 08:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-477</guid>
		<description>I have been using the game states example and the menu and loading parts work fine. However i have been adding in code for the gameplay from another project. After adding in everything and changing a few variables, it compiles and runs but it doesnt draw anything except the text? Any ideas??</description>
		<content:encoded><![CDATA[<p>I have been using the game states example and the menu and loading parts work fine. However i have been adding in code for the gameplay from another project. After adding in everything and changing a few variables, it compiles and runs but it doesnt draw anything except the text? Any ideas??</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Cyril</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-1/#comment-459</link>
		<dc:creator>Cyril</dc:creator>
		<pubDate>Tue, 14 Apr 2009 20:12:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-459</guid>
		<description>Thanks a lot, that worked. I still couldn&#039;t figure out the texture problem.
I use to save the state by calling 
“spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);” in my draw method but now it doesn&#039;t work and whenever I enter the game or press &#039;ESC&#039; to open the option menu, it messes up my textures and I got weird vertical lines instead of textures.
I tried to do the same thing with ScreenManager.SpriteBatch in my gameplayScreen but it didn&#039;t work. any idea?</description>
		<content:encoded><![CDATA[<p>Thanks a lot, that worked. I still couldn&#8217;t figure out the texture problem.<br />
I use to save the state by calling<br />
“spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);” in my draw method but now it doesn&#8217;t work and whenever I enter the game or press &#8216;ESC&#8217; to open the option menu, it messes up my textures and I got weird vertical lines instead of textures.<br />
I tried to do the same thing with ScreenManager.SpriteBatch in my gameplayScreen but it didn&#8217;t work. any idea?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nazeeh</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-1/#comment-458</link>
		<dc:creator>nazeeh</dc:creator>
		<pubDate>Mon, 13 Apr 2009 08:37:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-458</guid>
		<description>That&#039;s an easy one actually. Set the DepthEnable to be true in the Device.RenderState. Check this out, this is the RenderState I am talking about: http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.renderstate.depthbufferenable.aspx

Set that to true and you&#039;ll be fine.</description>
		<content:encoded><![CDATA[<p>That&#8217;s an easy one actually. Set the DepthEnable to be true in the Device.RenderState. Check this out, this is the RenderState I am talking about: <a href="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.renderstate.depthbufferenable.aspx" rel="nofollow">http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.renderstate.depthbufferenable.aspx</a></p>
<p>Set that to true and you&#8217;ll be fine.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Cyril</title>
		<link>http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/comment-page-1/#comment-457</link>
		<dc:creator>Cyril</dc:creator>
		<pubDate>Mon, 13 Apr 2009 06:48:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.nazspace.com/wp/2008/02/04/using-the-game-state-management-sample/#comment-457</guid>
		<description>Hey Nazeeh,
Some dudes helped me and I solved my problem but there&#039;s just one thing left.
When I enter my game (it&#039;s a 3D game) I got a problem with the model and their drawings and 2D spriteBatches. All the textures are messed up and seems no depth test is done and I can see throu walls. I used to solve this problem in my old code by adding the following line to the draw method where I drew the spritebatches and save the states:
&quot;priteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);&quot;
any idea how I can fix that one for this?
tnx</description>
		<content:encoded><![CDATA[<p>Hey Nazeeh,<br />
Some dudes helped me and I solved my problem but there&#8217;s just one thing left.<br />
When I enter my game (it&#8217;s a 3D game) I got a problem with the model and their drawings and 2D spriteBatches. All the textures are messed up and seems no depth test is done and I can see throu walls. I used to solve this problem in my old code by adding the following line to the draw method where I drew the spritebatches and save the states:<br />
&#8220;priteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);&#8221;<br />
any idea how I can fix that one for this?<br />
tnx</p>
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