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Old 07-24-2008, 04:47 PM   #1 (permalink)
Cloud9_
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XNA RPG Engine

So I've been plugging away at my RPG engine off and on, and so far its working out really well. I have a new blog post up at Http://www.craiggiles.com , but the latest video can be found; YouTube - ShackRPG - Tile Engine, Audio Engine, and new maps ...

I re-wrote a lot of the tile engine to make use of the RPG Starter kit, heavily modified, to show a lot of ppl who kept emiling me what can be done with it. I'm to the point now where I'm making different maps, and areas, and branching out. Almost ready to release something as soon as I get the quest system and new battle system in place.
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Old 07-24-2008, 05:28 PM   #2 (permalink)
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Looks really good with those XNA RPG assets.
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Old 07-24-2008, 05:47 PM   #3 (permalink)
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Looks really good with those XNA RPG assets.
A lot better than it did without them ... I figure I can use this as an excuse to pick up a 360 too... gotta 'test' it right?
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Old 07-28-2008, 07:16 PM   #4 (permalink)
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Its get'n there;

YouTube - ShackRPG: NPCs, Object Collision, and DialogBox

Just need a few more key systems and I think I can put together a short demo Journey into XNA <- progress blog. Figure'd I'd just reply to this thread instead of keep making new ones.. keep this forum clutter free eh?
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Old 07-31-2008, 03:08 PM   #5 (permalink)
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edit: links not working right, gonna re-host

Last edited by Cloud9_; 07-31-2008 at 03:10 PM..
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Old 07-31-2008, 03:42 PM   #6 (permalink)
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just thought I'd post and say thanks for the updates
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Old 07-31-2008, 05:23 PM   #7 (permalink)
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Ok, I put the screenshot up on Flickr.

ShackRPGInventoryScreen on Flickr - Photo Sharing!

Does this look too cluttered? I've switched a few things around already (Arms was changed to "Wrist" and moved the stats location to have M.Def and P.Def next to eachother, moving INT up behind STR)

The way things work is you go into your menu screen, and left 'strip' pops up.

Select the "Equipment" sub-menu, and the center block pops up. You can cycle through your equipment, and when you hit "Okay" button on one, the right window pops up with your un-equipped items of that slot.
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Old 08-03-2008, 02:47 PM   #8 (permalink)
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Ok, I put the screenshot up on Flickr.

ShackRPGInventoryScreen on Flickr - Photo Sharing!

Does this look too cluttered? I've switched a few things around already (Arms was changed to "Wrist" and moved the stats location to have M.Def and P.Def next to eachother, moving INT up behind STR)

The way things work is you go into your menu screen, and left 'strip' pops up.

Select the "Equipment" sub-menu, and the center block pops up. You can cycle through your equipment, and when you hit "Okay" button on one, the right window pops up with your un-equipped items of that slot.
Doesn't seem cluttered at all. If you don't mind making the equipment screen a little taller, maybe arrange the equipment slots in paper doll order like many RPG do.

Not sure if you are using some sort of minimum or fixed resolution though which dictates your menu sizes.
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Old 08-03-2008, 03:01 PM   #9 (permalink)
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Suggestion - hide the white labels in the back of the equipment slots when there's an item there. It looks a bit silly as-is.
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Old 08-17-2008, 05:32 PM   #10 (permalink)
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So this morning i signed up for the Dream Build Play competition, got the creators club membership so I could deploy my RPG to the xbox 360... and it didn't crash! haha

Everything ran great except some lag when accessing the xml documents.. apparently the XML reader on the lite .NET framework sucks ass compared to the windows version, so I'll have to re-do everything to take full advantage of the content pipeline... i just didn't want to have to research how to do content readers / writers yet Because of this, i may miss the DBP deadline... unless i can pick it up pretty quick.
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Old 08-18-2008, 10:30 AM   #11 (permalink)
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So this morning i signed up for the Dream Build Play competition, got the creators club membership so I could deploy my RPG to the xbox 360... and it didn't crash! haha

Everything ran great except some lag when accessing the xml documents.. apparently the XML reader on the lite .NET framework sucks ass compared to the windows version, so I'll have to re-do everything to take full advantage of the content pipeline... i just didn't want to have to research how to do content readers / writers yet Because of this, i may miss the DBP deadline... unless i can pick it up pretty quick.
why does it HAVE to be part of the content pipeline? why cant it just be a file you read and deserialize yourself? in the interest of saving time, sometimes you can do away with best practices.
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Old 08-18-2008, 12:02 PM   #12 (permalink)
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It probably could to be honest, but thankfully the way I wrote the code, the only thing that would have to be changed in the pre-written code would be the

public static Map Load(string asset)

method. The only hard part would be to find out how to write a custom reader (unless I want to conform to the xna way of doing it, which i may.. cuz that would be the quickest i think)
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Old 09-10-2008, 10:07 PM   #13 (permalink)
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Figured I'd put this post here rather than creating a new one;

Just wanted to let you guys know that the RPG engine I was working on, I was able to put together a small demo for the Dream Build Play competition. I finished it a few hours ago, and although there is still a TON of work I could put into it (and I will put into it, since I want to launch this on the community games heh) i couldn't justify putting it all in now when the deadline is only a few weeks out.

But anyway, the demo is up and being uploaded as we speak
details at Journey into XNA
youtube video preview: YouTube - Meir

Working on the 'final' version now, writing story, etc.. if anyone knows someone who would like to contribute with graphics or anything, let me know!
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Old 09-12-2008, 03:31 PM   #14 (permalink)
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Nicely done video. =)
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Old 09-13-2008, 09:37 AM   #15 (permalink)
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Nicely done video. =)
Thanks man This project taught me SO much on how to program... the final program is about 15,000 lines of code (32,000 for the entire project, but there is a windows and xbox copy due to the way the assemblies have to reference eachother)

I'm taking a step back, looking at how I did everything, heavily refactoring stuff, and taking this opportunity to learn what I can and how I could improve my work. Its been a wild ride so far, and so far I'm lovin every moment
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