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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>MQuandt.Blog - Latest Comments</title><link>http://mquandtblog.disqus.com/</link><description></description><atom:link href="https://mquandtblog.disqus.com/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Mon, 30 Dec 2013 01:52:57 -0000</lastBuildDate><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1180944660</link><description>&lt;p&gt;For me, chapter 2 looks interesting. I'm specifically interested in 2d game development. I'm very interested in how I can use DirectXTK to help create my first simple game!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">David Voller</dc:creator><pubDate>Mon, 30 Dec 2013 01:52:57 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1180173857</link><description>&lt;p&gt;Just started making my own game for school so Chapter 4 is probably the most interesting for me. Chapter 7 looks interesting as well if i want to add multiplayer support.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Gert Meijer</dc:creator><pubDate>Sun, 29 Dec 2013 09:12:00 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1180064843</link><description>&lt;p&gt;All seem interesting, but for me, Chapter 7 seems to be the most interesting. Adding multiplayer can be a great addition to a game and can be very hard to implement, but it seems that chapter really covers it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dr. Dornon</dc:creator><pubDate>Sun, 29 Dec 2013 05:25:56 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1180037398</link><description>&lt;p&gt;Both Chapter 2 and 3 pique my interest. I'm unfamiliar with DirectXTK and am curious to learn about it. And Chapter 3 sounds comprehensive with covering pointers, keyboard and controller input. Thanks for having this contest!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Andrew Lee</dc:creator><pubDate>Sun, 29 Dec 2013 04:13:52 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1179579030</link><description>&lt;p&gt;Chapter 7: Playing Games with Friends&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Keitau</dc:creator><pubDate>Sat, 28 Dec 2013 16:02:28 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1179388784</link><description>&lt;p&gt;Chapter 5: Tilting the World&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Mike_Lohnash</dc:creator><pubDate>Sat, 28 Dec 2013 12:21:03 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1178594099</link><description>&lt;p&gt;Appendix: Adding the Third Dimension&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Bart</dc:creator><pubDate>Fri, 27 Dec 2013 15:37:41 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1178158143</link><description>&lt;p&gt;Chapter 4: Adding the Play in the Gameplay&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">gudmundurjon</dc:creator><pubDate>Fri, 27 Dec 2013 08:17:35 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1177128726</link><description>&lt;p&gt;Chapter 9: Monetization&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dimitar Dimitrov</dc:creator><pubDate>Thu, 26 Dec 2013 06:51:25 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1177123894</link><description>&lt;p&gt;Chapter 4: Adding the Play in the Gameplay&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ivaylo Gergov</dc:creator><pubDate>Thu, 26 Dec 2013 06:39:57 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1177004245</link><description>&lt;p&gt;All chapters are great but chapter 4 about gameplay is most interesting for me as I am newbie in game development.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eugene Popovych</dc:creator><pubDate>Thu, 26 Dec 2013 00:39:54 -0000</pubDate></item><item><title>Re: [Competition] Learning Windows 8 Game Development</title><link>http://mquandt.com/blog/2013/12/competition-learning-windows8-gamedev/#comment-1176895752</link><description>&lt;p&gt;As a former XNA developer, the DirectX intro in Chapeter 1 is interesting to me.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chris Bordeman</dc:creator><pubDate>Wed, 25 Dec 2013 20:26:27 -0000</pubDate></item><item><title>Re: Adding the Pipeline back to the MonoGame Content Pipeline</title><link>http://mquandt.com/blog/2013/02/adding-pipeline-to-monogame-content-pipeline/#comment-873462849</link><description>&lt;p&gt;Thanks for helpful post, but I think 'DestinationFiles' in 'Copy' task is a little bit wrong. In my case, only after inserting '\$(OutputPath)' after '$(ProjectDir)', *.xmb files are copied well to bin\WindowsGL\Debug\Content. Does this problem only happen to me??&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">OrangeYellow</dc:creator><pubDate>Tue, 23 Apr 2013 14:18:59 -0000</pubDate></item><item><title>Re: Adding the Pipeline back to the MonoGame Content Pipeline</title><link>http://mquandt.com/blog/2013/02/adding-pipeline-to-monogame-content-pipeline/#comment-814871320</link><description>&lt;p&gt;Yeah, the build system doesn't detect any of the code as changed, and so it doesn't actually run a build, that's why the BeforeBuild target doesn't run. When I can get some free time I want to look into ways to move this out of the BeforeBuild target and into the main build target.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chr0n1x</dc:creator><pubDate>Wed, 27 Feb 2013 23:23:30 -0000</pubDate></item><item><title>Re: Adding the Pipeline back to the MonoGame Content Pipeline</title><link>http://mquandt.com/blog/2013/02/adding-pipeline-to-monogame-content-pipeline/#comment-814734151</link><description>&lt;p&gt;I appear to have found one gotcha with this approach.  If no code changed in the main game project, the BeforeBuild target is never run and therefore any changes to content are not built.  So if you are tweaking game data only and not making any code changes, your data changes are not being built.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Konaju Games</dc:creator><pubDate>Wed, 27 Feb 2013 20:43:23 -0000</pubDate></item><item><title>Re: Adding the Pipeline back to the MonoGame Content Pipeline</title><link>http://mquandt.com/blog/2013/02/adding-pipeline-to-monogame-content-pipeline/#comment-809869213</link><description>&lt;p&gt;awesome&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jason Rogers</dc:creator><pubDate>Sat, 23 Feb 2013 13:33:06 -0000</pubDate></item><item><title>Re: Adding the Pipeline back to the MonoGame Content Pipeline</title><link>http://mquandt.com/blog/2013/02/adding-pipeline-to-monogame-content-pipeline/#comment-809674238</link><description>&lt;p&gt;The timing on this post could not be any better - I was literally about to start investigating achieving something exactly like this without the need for VS2010. Now I will just need to follow this guide - thanks!!!!!!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Kasey Bee</dc:creator><pubDate>Sat, 23 Feb 2013 10:27:15 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-710467710</link><description>&lt;p&gt;Here is the code I am currently using. I'm having my own issues with retrieving stuff from Instapaper so it may be connected to what you're seeing. I can't look into it until late next week unfortunately. &lt;a href="https://gist.github.com/aed197c8433781faf0f3" rel="nofollow noopener" target="_blank" title="https://gist.github.com/aed197c8433781faf0f3"&gt;https://gist.github.com/aed...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chr0n1x</dc:creator><pubDate>Wed, 14 Nov 2012 17:24:36 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-710408458</link><description>&lt;p&gt;HI, i trying too use this API, but like Benecore said, I get message "oauth_signature does not match"&lt;/p&gt;&lt;p&gt;I test my "signature encoder" with a sample value of twitter and i have the same signature.&lt;/p&gt;&lt;p&gt;I suspect an error in Http request, do you have any idea to solve problem?&lt;/p&gt;&lt;p&gt;/**** Generation of request and signature ****/////&lt;br&gt;TimeSpan SinceEpoch = (DateTime.Now - new DateTime(1970, 1, 1, 0, 0, 0,0).ToLocalTime());&lt;br&gt;                Random Rand = new Random();&lt;br&gt;                String InstapaperUrl = url;&lt;br&gt;                Int32 Nonce = Rand.Next(1000000000);&lt;br&gt;                String SigBaseStringParams = "";&lt;br&gt;                SigBaseStringParams += "oauth_consumer_key=" + ConsummerKey;&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "oauth_nonce=" + Nonce.ToString();&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "oauth_signature_method=HMAC-SHA1";&lt;br&gt;                if (oauth_token != "")&lt;br&gt;                    SigBaseStringParams += "&amp;amp;" + "oauth_token=" + oauth_token;&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "oauth_timestamp=" + Math.Round(SinceEpoch.TotalSeconds);&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "oauth_version=1.0";&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "x_auth_mode=client_auth";&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "x_auth_password=" + passsword;&lt;br&gt;                SigBaseStringParams += "&amp;amp;" + "x_auth_username=" + username;&lt;br&gt;                String SigBaseString = "POST&amp;amp;";&lt;br&gt;                SigBaseString += Uri.EscapeDataString(InstapaperUrl) + "&amp;amp;" + Uri.EscapeDataString(SigBaseStringParams);&lt;br&gt;                  IBuffer KeyMaterial = CryptographicBuffer.ConvertStringToBinary(ConsummerSecret + "&amp;amp;" + oauth_tokenSecret, BinaryStringEncoding.Utf8);&lt;br&gt;                MacAlgorithmProvider HmacSha1Provider = MacAlgorithmProvider.OpenAlgorithm("HMAC_SHA1");&lt;br&gt;                CryptographicKey MacKey = HmacSha1Provider.CreateKey(KeyMaterial);&lt;br&gt;                IBuffer DataToBeSigned = CryptographicBuffer.ConvertStringToBinary(SigBaseString, BinaryStringEncoding.Utf8);&lt;br&gt;                IBuffer SignatureBuffer = CryptographicEngine.Sign(MacKey, DataToBeSigned);&lt;br&gt;                String Signature = CryptographicBuffer.EncodeToBase64String(SignatureBuffer);&lt;br&gt;                String DataToPost = "";&lt;br&gt;                if (oauth_token != "")&lt;br&gt;                    DataToPost = "oauth_consumer_key=\"" + ConsummerKey + "\", oauth_nonce=\"" + Nonce.ToString() + "\", oauth_signature_method=\"HMAC-SHA1\", oauth_token=\"" + oauth_token + "\", oauth_timestamp=\"" + Math.Round(SinceEpoch.TotalSeconds) + "\", oauth_version=\"1.0\", oauth_signature=\"";&lt;br&gt;                else&lt;br&gt;                    DataToPost = "oauth_consumer_key=\"" + ConsummerKey + "\", oauth_nonce=\"" + Nonce.ToString() + "\", oauth_signature_method=\"HMAC-SHA1\", oauth_timestamp=\"" + Math.Round(SinceEpoch.TotalSeconds) + "\", oauth_version=\"1.0\", oauth_signature=\"";&lt;br&gt;                m_PostResponse = await PostData(InstapaperUrl, DataToPost, Uri.EscapeDataString(Signature) + "\"", username, passsword);&lt;/p&gt;&lt;p&gt;/*****************/&lt;/p&gt;&lt;p&gt;/********* Http request *******/&lt;/p&gt;&lt;p&gt;  var post = Data + signature;&lt;br&gt;                HttpClient httpClient = new HttpClient();&lt;br&gt;                httpClient.MaxResponseContentBufferSize = int.MaxValue;&lt;br&gt;                httpClient.DefaultRequestHeaders.ExpectContinue = false;&lt;br&gt;                HttpRequestMessage requestMsg = new HttpRequestMessage();&lt;br&gt;   requestMsg.Headers.Authorization = new AuthenticationHeaderValue("OAuth", post);&lt;br&gt;                requestMsg.Headers.Add("Accept", "*/*");&lt;br&gt;                requestMsg.Method = new HttpMethod("POST");&lt;br&gt;                requestMsg.Content = new StringContent(Uri.EscapeDataString("x_auth_mode=client_auth&amp;amp;x_auth_password=" + password + "&amp;amp;x_auth_username=" + username),Encoding.UTF8,"application/x-www-form-urlencoded");&lt;br&gt;                requestMsg.RequestUri = new Uri(Url, UriKind.Absolute);&lt;br&gt;                requestMsg.Content.Headers.ContentType = new MediaTypeHeaderValue("application/x-www-form-urlencoded");&lt;br&gt;                String send = await requestMsg.Content.ReadAsStringAsync();&lt;br&gt;                HttpResponseMessage response = await httpClient.SendAsync(requestMsg);&lt;br&gt;return  await response.Content.ReadAsStringAsync();&lt;br&gt;/***********/&lt;/p&gt;&lt;p&gt;Thank's,&lt;/p&gt;&lt;p&gt;Ludo&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ludo</dc:creator><pubDate>Wed, 14 Nov 2012 16:20:17 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-703638411</link><description>&lt;p&gt;Thanks for the write-up.  I've verified my code against your recommendations as well as other sources but I'm still coming up short unfortunately. If you could post/email your code it would be appreciated.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mbda2</dc:creator><pubDate>Thu, 08 Nov 2012 00:09:46 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-662650175</link><description>&lt;p&gt;Have you got all of the parameters listed in the example? You need to make sure you only have those in there, and that their order is the same (alphabetical order) between what you send through, and what you sign. You also need to make sure that the casing you use is the same.&lt;/p&gt;&lt;p&gt;I can provide a C# sample if you haven't resolved it already, I'll just need a little time to clean it up.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chr0n1x</dc:creator><pubDate>Tue, 25 Sep 2012 20:50:02 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-655295551</link><description>&lt;p&gt;Hi, I trying use xAuth with instapper, but i still get message "oauth_signature does not match expected value" all parameters has been sorted like on this post. Any idea&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Benecore</dc:creator><pubDate>Wed, 19 Sep 2012 03:21:17 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-620068844</link><description>&lt;p&gt;I didn't know about this library when I wrote the article, also from what I can see it doesn't support xAuth directly. It could be possible to try and use parts of it to get xAuth working but it looks like that could also be difficult.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Chr0n1x</dc:creator><pubDate>Wed, 15 Aug 2012 10:52:35 -0000</pubDate></item><item><title>Re: xAuth in Instapaper</title><link>http://mquandt.com/blog/2012/07/xauth-in-instapaper/#comment-620062602</link><description>&lt;p&gt;I am just curious to know if xAuth is supported by DotNetOpenAuth or not? If is supported, then why you simply did not use that library?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Sam Naseri</dc:creator><pubDate>Wed, 15 Aug 2012 10:44:31 -0000</pubDate></item><item><title>Re: About</title><link>http://mquandt.com/blog/about/#comment-464557807</link><description>&lt;p&gt;Michael, great work on ScriptTD, I have some students who used it for the Imagine Cup and have a video on it (hopefully they haven't marked it private) here:&lt;br&gt;&lt;a href="http://youtu.be/D7o1ceAFGjk" rel="nofollow noopener" target="_blank" title="http://youtu.be/D7o1ceAFGjk"&gt;http://youtu.be/D7o1ceAFGjk&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Sam Stokes</dc:creator><pubDate>Tue, 13 Mar 2012 17:18:24 -0000</pubDate></item></channel></rss>