Topic: The Screenshot Topic (Read 106137 times)

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Somewhat. Not really.
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^ My mom keeps thinking all forms of coding is similar somehow, as long as you got the basics, you just have to change the other symbols and stuff.

Is that correct?

Your mom told you that? I reckon she's pretty savvy. (is she a programmer?)

The thing about it is, if you know how to code well enough that you not only understand what the code does, but why it has to be coded that way, then putting it in terms that another programming language can understand is a simple matter of semantics and syntax. In short, if you learned how to program by learning language A, then learning language B will happen much more smoothly (Since this time you are only learning the language. You don't have to learn how to program again).

The truth is that it depends on what you previously made yourself familiar with. I don't know much of anything about Visual Basic, but what I can surmise is that the process in learning that particular language works a little counter-inuitive compared to that of learning most other programming languages. (It did this so that it could be easier to learn for folks who weren't already familiar with programming)
It shouldn't be much of a problem, but I'd worry a bit more about making sure you know C# well, and how to program simple stuff in it, before trying to understand and apply the tools provided by the XNA libraries. (If you previously made simple stuff in learning Visual Basic, I'd try re-creating them using C#)
Last Edit: June 26, 2009, 03:10:19 am by EvilDemonCreature
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Hmmm, I guess I could try re-doing the really simple games I've done, then start on the conversion of what I have so far. just trying to get used to the layout and syntax of C# is probably the hardest part.

And I suppose, 'cause I might end up trying to use them for saving, working out how to get databases to work properly. I've tried working with them in VB and I couldn't get my head round the code needed to get it to work.
Which is why on a Text Adventure 'Engine', of sorts, that I'm coding, I'm resorting to using .txt files in named folders to make it both work and be easy to edit. I'm probably only a short amount done on the actually engine, but then I have to create an entire game from it as an example, so that's taking a back seat while i get this one started and in progress. I'd type a bit more, but kinda gotta go, stupid morning lesson, but it's the last day of lessons for this summer so w00t I guess.
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Hexagon tiles with google'd textures, how original.
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I think it looks pretty good!

..:: Full game is released.  Download it now! ::..
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The command menu is getting closer to completion. So far it reacts to status changes occuring while in use, all submenues are complete, and I implemented Mega-All. Looking pretty good. :O
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
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It does remind me of FF7 a lot.
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This is my try for Wild-boar :

and A Steam Locomotive:
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@15312: If those are both custom they're pretty good! The boar needs better shading, unless you're going for very "soft" feeling graphics, though. The train could use two major things: I don't know how XP handled multi-charset objects, but why not use two charsets to make up the long-version of the locomotive? It'd look a lot less compressed. Also, neither view angles are in 3/4 view, the standard RM* view angle. They're both in direct sideview which wouldn't look right on... pretty much any chip ever. Pretty good detail, though.

@Vanit: Fewer movies showing off menus more coding for actual gameplay! I didn't even like FF7, but there's no denying it was a richly detailed game, and I'd love to see that in 2D. But looking at you move through menus endlessly isn't impressive after awhile, you know? It was at first when the technical implications became obvious, but I think I speak for most of us when I say that it's time to see Cloud beating up some goons in a Mako Reactor.
Last Edit: June 27, 2009, 02:42:22 am by Kaempfer
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@Vanit: Fewer movies showing off menus more coding for actual gameplay! I didn't even like FF7, but there's no denying it was a richly detailed game, and I'd love to see that in 2D. But looking at you move through menus endlessly isn't impressive after awhile, you know? It was at first when the technical implications became obvious, but I think I speak for most of us when I say that it's time to see Cloud beating up some goons in a Mako Reactor.

YES YES YES
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@Kaempfer:Thanks for criticism of my pictures. Yes both is my custom graphics. Is The Steam Locomotive now look better?
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@Vanit: Fewer movies showing off menus more coding for actual gameplay! I didn't even like FF7, but there's no denying it was a richly detailed game, and I'd love to see that in 2D. But looking at you move through menus endlessly isn't impressive after awhile, you know? It was at first when the technical implications became obvious, but I think I speak for most of us when I say that it's time to see Cloud beating up some goons in a Mako Reactor.
Then it'll please you to know that the menu part is basically finished. The next video I upload will be of a proper battle system. :)
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
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Vanit, out of pure curiosity, how many modifications/patches for RM2k3 are you using to make this?
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PicPointerPatch (if this didn't exist I probably would've given up), BetterAutoEnter Patch, 126 pictures, 99999 variables.
Last Edit: June 28, 2009, 03:50:05 am by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Woo sound effects and water and shit. :woop: Need to replace that shitty placeholder skeleton with some real monster art...

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Looks pretty awesome, but I'm not a fan of how the water clips when the hero blocks the flow of it.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Hiretsukan, I thought you gave up on game making stuff, or what that just fury^2?

The video looks pretty cool but the gravity seemed really low.
Last Edit: June 28, 2009, 08:44:32 pm by litearc
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@Hiretsukan: I like how you die in the game man.
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Hiretsukan - If I were to play that and died twice less than 10 seconds into the game, I'd shut it off. If I rocked it for the first 10 mins then ran into a situation like that, I might play longer.
Sweet online game in alpha.
http://trisphere-rpg.com/index.php?refer=bucchus
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Mecha Death Fighting game thingy



A multiplayer platform game me and a friend is working on. I'm the programmer and it's coded in C# using XNA.

Here's a trailer of the basic engine. Check it out.

http://www.youtube.com/watch?v=ohto5-IBjQc&feature=channel_page
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