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| | #46 (permalink) |
| Registered User Join Date: Jun 2005
Posts: 132
| You might consider the observer pattern for input stuff. You can have any object register to any input stuff they are interested in, like the A button for instance. When the A button is hit, it goes through the list of who is interested and calls their method, so it's kindof event driven. It's good for networking stuff too. There's observer stuff built in to C# as well. Included a picture of a test map I downloaded somewhere in my tool. It's a bsp builder but I also draw everything to help me spot problems. |
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| | #47 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| I have all my input in a InputHelper.cs class.. basically static bools that say if a key is being pressed or not. http://shackRPG.googlecode.com/files/InputHelper.cs thats the input helper I've used for a few very basic projects, its being expanded for my RPG |
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| | #48 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| state stacking is soooo much easier than the way I've been doing things.. Kinda messed around with a few ideas and I'm not sure if the way I'm doing it is entirely the best way (i'll still have to check out unleashed soon) but I'm glad I took the time to re-work my RPG engine with it. |
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| | #50 (permalink) |
| Registered User Join Date: Jun 2005
Posts: 132
| Yea torque x is kindof like a gamebuilder light that works on top of XNA. I haven't seen it in awhile, but I messed around with the earliest build last year on XNA 1. I don't know if they have since added 3D, or if all the missing stuff from gamebuilder was put in. The build I had didn't support some of the keyed sprite pages in a single png that gamebuilder did. I ended up writing my own map builder because of these limitations, but I never did anything with it. |
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| | #51 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| if someone wanted to play an XNA game that I made, all I'd have to do is build a 'release build', package it up as a creators club file, and send them the "NameOfFile-Windows" XNA creators club file .... right? |
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| | #52 (permalink) |
| Froggies of Paradise Join Date: May 2006 Location: Paris
Posts: 32
| They are a few different approach to sending your game to someone else but if you want it to be playable on windows, you could : - Launch Visual, then start your solution / project. In the build menu, select : Package [projectName] as XNA Creator Club Game. Then this package is created in your bin directory of the current configuration mode (debug, release, etc.) with extension .cggame You can send this file, and if someone else wants to run the game, the person "Must have XNA Game Studio installed". Your friends will only have to double click on the .cggame file, it will unpack and show a folder with your .exe If you are making an X360 game, then the other person as well "Must have an active membership in the XNA Creators Club". If you want more detailed information, you can check : Sharing Your Game Package Have fun ![]() |
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| | #53 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| Just an update for anyone who is interested, I've got a lot more done with my game engine... so I made a 50 second video just showing walking on a map "map" (the tile engine is not loaded in this bulid, the map is just a background) and launching a battle. YouTube - XNA RPG Project Tech Demo I'm currently cleaning up the battle to add 'pauses' when needed (loading, victory screen, etc) and eventually i'll have to change things up, but the basic idea is there and it 'feels' like a JRPG which was what i was aiming for. Tech demo code can be found: shackrpg - Google Code The ShackRPG at the bottom of hte list (r5) is the most current. I need help with managing an inventory system, was gonna leave it out for the first build of the game... but how could you not have a JRPG without an inv ![]() |
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| | #54 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,887
| Hey that looks pretty cool Cloud. Will be twice as cool with sound. Anyway this thread is keeping me motivated hehe. My Space/Diablo game is coming along. Now have multiple player models, starfields, galaxies, asteroid fields with collision detection, ship projectiles, a simple damage system, projectile impact effects, explosions, and sound effects. Right now you can only beat up asteroids. Enemy ships are next on the list. ![]() |
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| | #56 (permalink) |
| Registered User Join Date: Dec 2003
Posts: 1,631
| Any good online tutorials to starting with C# in XNA? The documentation that comes with it isnt do a very good job of explaining how stuff works. The best thing i can do is tinker around with the code to try and change basic things like where the sprite appears, how fast it moves, and how it moves. |
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| | #57 (permalink) | |
| Registered User Join Date: Apr 2006 Location: Ing-Ger-Land!
Posts: 334
| Quote:
__________________ General online ADD sufferer >.< FV EQ, "Fazana" US-East Diablo 2. | |
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| | #58 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| I've only been programming for about 3 to 4 months... granted i've been doing it a LOT in the last 4 months, but I'll post the things I've read / followed and the steps i took to get to where I'm at after work (in a few hours) |
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| | #59 (permalink) |
| Registered User Join Date: Dec 2003
Posts: 1,631
| Yea, theres things this documentation doesn't do a very good job of explaining. I can't figure out for the life of me how to change where a sprite appears, i can't find any numbers to manipulate. All i see is Vector2 spritePosition = Vector2.Zero; Moving text sprite locations was easy enough though. |
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| | #60 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 188
| I draw my sprites on rectangles for example; rSpriteRectangle = new Rectangle(0,0,40,40) in the update method; (current location is the vector2 you mentioned) rSpriteRectangle.X = CurrentLocation.X rSpriteRectangle.Y = CurrentLocation.Y in the draw method spriteBatch.Begin(SpriteBlendMode.AlphaBlend); <- i use this for transparency spriteBatch.Draw(tSpriteTexture, rSpriteRectangle, Color.White); spriteBatch.End(); should work |
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