Charas-Project

Off-Topic => All of all! => Topic started by: zuhane on March 16, 2010, 03:43:55 PM

Title: Shall I start using XNA?
Post by: zuhane on March 16, 2010, 03:43:55 PM
Okay, VX and XP aren't so bad, but as for the rm2k3 graphics, people who are shown my game just laugh and go: "It looks
like a gameboy game". I wasn't bothered at first, but I was thinking of maybe knocking the graphics up a few pegs. I want to
use the sprites I've been given, but add them to more dynamic backgrounds, as opposed to the whole blocky graphics situation
I have going on.

Bear in mind that I've been using rm2k3 code for about 4 and a half years and have gotten pretty advanced with it. I've also done
web page coding and Visual Basic coding at college, so does anyone reckon I'd have a shot at using XNA, or is it really complicated?
I'd be able to integrate physics-based puzzles, mouse control, sharp visuals and high resolutions with XNA. On top of that, I've got a
special permission grant to get a year's free XNA membership and everything important needed for it, such as Visual C# 2005, etc.
Title: Re: Shall I start using XNA?
Post by: SaiKar on March 16, 2010, 03:55:13 PM
Well, you can do what you want, but the more complicated you make things, the less likely you are to see anything get done to completion.
Title: Re: Shall I start using XNA?
Post by: Ben on March 16, 2010, 07:08:34 PM
there is always Indie Game maker.

Id suggest using something a little more open-ended graphics wise. If you're really that comfortable with RPG maker interface, then XP isnt too far of a leap.

Or you could just wait a short amount of time until stencyl is released for public beta. Im helping with the private beta now, and allthough I cant say how long exactly it wil be until beta is open, I can say it wont be long. You can use any size of tile, or any size of sprite. And background.
And its WAY WAY WAY easier to use then Gamemaker
Title: Re: Shall I start using XNA?
Post by: drenrin2120 on March 16, 2010, 07:24:56 PM
I can vouch for the "don't get too complicated" theory. I think your graphics are fine. People are just too spoiled by the PS3 and 360 graphics (which, is understandable). There's nothing wrong with older style graphics. It's just as artistic and depending on what you do can be very visually appealing.

Gem: Just out of curiosity, what's the coding like in that game? Is it point and click like the rm series or more "code-like". I don't know how else to put that 0_o
Title: Re: Shall I start using XNA?
Post by: X_marks_the_ed on March 16, 2010, 09:26:48 PM
And its WAY WAY WAY easier to use then Gamemaker

If it knows that simply a "}" is missing, and it won't stop the entire test because of it, it's automatically 10x easier than Game Maker.
Title: Re: Shall I start using XNA?
Post by: Nandez on March 16, 2010, 11:43:24 PM
Well, you can do what you want, but the more complicated you make things, the less likely you are to see anything get done to completion.

I agree completely.
Most game I have seen even started in XP that use custom Graphics and look beautiful and mouth watering have failed because of this reason.

Also if I can play rpgmaker 2003 games and be fine with anyone should be. Graphics are a big deal to mee everytime I see a pretty game but I still play old schools rpgs like Chrono Trigger.

I would stick to rm2k3 and say **** what everyone else has to say just make your game kickass.

Edit: If your game is good enough the Rm2k3 graphics style won't matter just think about the many games with old graphics that have stood the test of time and are still played and seen as some of the best games.


Title: Re: Shall I start using XNA?
Post by: zuhane on March 17, 2010, 06:12:04 PM
Good points, everyone. You've inspired me to carry on.

Since when has Indie Game Maker existed!?!!? I'm so downloading that right now!!!
Title: Re: Shall I start using XNA?
Post by: Dragonium on March 17, 2010, 06:45:00 PM
I'm currently learning Processing as part of my degree. It's a Java-based language which is more optimised for graphical usage. It's probably better for vectors than sprites but it's working fine for me. It's not really the graphical advantages I'm interested in, it's the fact that I can do pretty much anything from scratch rather than having to faff around in the Rm2k3 engine. It's a little finnicky though, so if you want a proper sensible user interface you should stick with RPG Maker or do as Gem suggested and wait for Stencyl.

(http://i39.tinypic.com/2vv9gl5.png)

This is what I'm doing at the moment. Easy little defence shooter thing. I may upload it here for shits and giggles when it's done.
Title: Re: Shall I start using XNA?
Post by: ZE on March 20, 2010, 11:18:05 AM
You will fail hard.
Title: Re: Shall I start using XNA?
Post by: zuhane on March 20, 2010, 12:05:32 PM
I've actually started on the Unreal Development Kit. Made a small desert map with
mountains, trees, a skybox and fracture walls which can be destroyed! :D
Title: Re: Shall I start using XNA?
Post by: Drakiyth on March 20, 2010, 08:28:54 PM
there is always Indie Game maker.

Id suggest using something a little more open-ended graphics wise. If you're really that comfortable with RPG maker interface, then XP isnt too far of a leap.

Or you could just wait a short amount of time until stencyl is released for public beta. Im helping with the private beta now, and allthough I cant say how long exactly it wil be until beta is open, I can say it wont be long. You can use any size of tile, or any size of sprite. And background.
And its WAY WAY WAY easier to use then Gamemaker


That Stencyl sounds bad-***. I'll have to check that out sometime.