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Member Since 20 Oct 2009
Offline Last Active Jun 04 2013 06:58 PM

#5046721 Port XNA to iOS step-by-step (using MonoGame)

Posted by on 25 March 2013 - 07:15 PM

Hey everyone,


So I have an XNA 4.0 windows game in VS2010 running on my Windows PC (windows 7).


The game itself isn't finished yet, but before I continue work on it I'd like to try to get it running on my iPad, so that I suss out the porting procedure and feel confident about continuing to use XNA. The primary platforms I'd like this game to go on would be on Windows (and possibly Mac) and iOS.


I know that monogame is the way to go with porting XNA to iOS, but I'm finding it difficult finding step by step walkthroughs as to how to actually do this.


This is what I currently have:



A windows 7 PC

Visual Studio 2010

My XNA 4.0 game project on windows 7


A Macbook

MonoDevelop (it was installed as part of the Unity 4.0 install)

An iOS developer account

Latest XCode


Can anyone point me to any tutorials or guides as to how I can, from here, get my game ported over to iOS? Any comprehensive help and tips along with them would be much appreciated.


Thanks so much.

#4908671 Planescape: Torment - minus the D&D stuff

Posted by on 02 February 2012 - 04:46 AM

If you strip the combat out of Planescape then it would've become an Adventure Game. Which it could be argued that it would've been more appealing to a wider audience. However, Planescape did flop big-time when it was released, and one of the reasons could've been that the combat system (even though at the time, most RPGs had the same or very close combat system) was very bad.

Absolutely - it would have been an adventure game. And that's what everybody loves about the game; it's in-depth and ridiculously well written story. In other words, the adventuring portion (the greater portion).

I don't understand the love for Adventure Games (point-and-click ones), because everytime I try to make one it feels like I've stripped everything out of an actual video game and instead created a cartoon show. It's very unmotivating...

It's true with linear adventure games. You're just moving from one node to the next, solving arbitrary inventory puzzles. I dislike most that are structured this way.

The beauty of PS:T is it's non-linearity, and the stupendous amount of choice players have. The game often intellectually challenges in regards to knowing where to go, what people to go talk to, what places to look, who to probe for information, and what choices to make to turn a conversation to your favor.

With games such as this, the interactivity is *pivotal* to the experience.

With those that say that role playing games, or games in general *require* combat in order for it to *work* are severely limiting themselves with such narrow-mindedness. There are so many different ways games can offer challenges, or breathtaking experiences. It is by far not limited to combat.

The amount of combat in PS:T is still relatively very small, but yet it still *feels* padded out, only because of the clunky D&D mechanics, and in turn, feels less enjoyable. A different approach would likely have kept the level of immersion more consistent throughout the game. That is all I'm really saying.

#4892059 Planescape: Torment - minus the D&D stuff

Posted by on 08 December 2011 - 09:29 PM

Isn't the problem, that when you strip the RPG part from PS:T you are left with an interactive story/movie ? It's like taking away the golf ball from a golf tournament to get a better view of the landscape. Yes, it is a lovely landscape, but it is no longer a game.

A good story can be very important for a game, but you should always start with a good gameplay first instead of bending the gameplay to the story (IMHO this is one reason movie/book adaption are poor rather than good).

Going with that golf analogy - suppose one wishes to see some amazing sights, but are held back because they have to play (and win) a game of golf, and until they do, they cannot see what they came for. Golf is fun in its own right, but you may find yourself spending more time than you'd like on it all because you'd like to see some landscapes.

This is simply your taste, and it is definitely misaligned with Planescape taste: you dislike the closely tied tactical combat optimization and strategical power accumulation that are the true soul of AD&D.

Imagine a RPG character whose best plan to win fights is "yuck". Can you honestly imagine such a character not dying ignominiously as soon as he has an adventure in a dangerous place like Sigil?

Going by reviews across the web, these are not just my views. Plenty of people found the actual combat and interface to be frustrating and obtrusive, and interfering with what they enjoyed most about the game: the story. And more importantly, the experience. Meeting new people, discovering new places, finding new truths, solving mysteries... and the like.

I realize that my views seem to contradict the idea of 'playing a game'. A story without any roleplaying could be found in a book or a film, and I realize that these should be the alternatives I ought to go for if I cannot simply handle the 'game' aspect of these games. But that is not true at all - and Planescape: Torment is the perfect example I can use, for it simply cannot EXIST as a book or a film. What makes the experience so enthralling is the interactive element. YOU are the Nameless One, and you need to find out what's going on. You make moral choices. You can explore the locations and get to know its citizens. You are in control of solving the mystery behind your past.

But the problem is it exists as a 'game' when it really ought to exist as an 'interactive experience'. I think that is, in a sentence, how I would summarize what I think of it.