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Haps

Member Since 19 Mar 2011
Offline Last Active Mar 16 2014 09:45 PM

#5102309 "Pixel-Perfect" Collisions...

Posted by Haps on 17 October 2013 - 11:01 PM

I started off with these tutorials, for C#/XNA:

 

MSDN
 

Color Key




#5097649 Kinda lost on where to start

Posted by Haps on 29 September 2013 - 01:50 PM

You could try something like RPG Maker to start with, it's beginner-friendly and will let you get a feel for how games are put together.

 

For C#, I found this to be a pretty good tutorial, and it covers game programming with XNA/Monogame in another section.




#5082047 Non-random evasion in turn-based games?

Posted by Haps on 31 July 2013 - 04:06 PM

There's a few games, like Gladius and Costume Quest, where minigames and QTEs come into play. There, they modify your damage or evasion chances, but you could probably come up with a decent system based around it.

 

For example, the attacker could perform a precision-timed event to determine where their attack lands, or how powerful it is. The defender might be guided along an evasion sequence, and the resulting damage could be based on the difference between their results.




#5081297 Are RPGs (role playing games) and ARGs (alternate reality games) considered m...

Posted by Haps on 28 July 2013 - 04:40 PM

An ARG will tie-in to your real world experiences to put you into the state of the game. They often have elements that take place away from the computer, are widely social, and sometimes left with intentionally vague direction to encourage participants to collaborate together and share clues.

 

For example, Microsoft sent packages to participating players, hid clues in the content of seemingly unrelated websites, and arranged real-world phone calls and meetings to further the narrative of their ARG "I Love Bees," which ran as an advertising campaign for another product. You can get a better idea of what a largescaleARG is like by seeing how that one played out.

 

I'd put it this way: An RPG typically takes you into it's world, and an ARG takes itself into yours. They're gaining traction in education and awareness campaigns because the immersion forces the player to think in real world terms, and use their own capabilities rather than the (detached) limitations of a regular video game. A World without Oil was designed as an ARG to bring attention to that issue, and Tower of Babel is being used as a language building exercise.

 

Here's a few more useful links:

ARGs on WikiPedia

ARGology




#5079356 which toolkit for Visual studio 2013

Posted by Haps on 21 July 2013 - 11:56 AM

You could use MonoGame, a cross-platform implementation of XNA.

 

There's some tutorials here you can check out, and RB Whitaker is slowly converting his XNA resources to MonoGame.




#5078964 How should I make knifing in my game?

Posted by Haps on 19 July 2013 - 11:01 AM

It should depend on the style of play that you're going for, and how powerful the weapon is. Like Stormynature brought up, is a knife an insta-kill, or does it deal normal damage?
 

Using the knife with a hotkey seems geared more towards emergency or opportunity situations, usually with fast paced gameplay and high damage.

 

Drawing the knife and using it as a weapon can work when there's a little strategy involved in the combat itself, like CounterStrike knife duels, but you'd be at a severe disadvantage in a normal situation against armed enemies. The time and effort it takes to swap to and swing the weapon might not be worth it, especially if the damage is comparable to any firearms you could be using instead.




#5072908 Best C# libraries

Posted by Haps on 25 June 2013 - 07:37 PM

There's a few tutorials here and a setup guide / tutorial here. (There's a small link in the last paragraph that leads to the next one.)

 

RB Whitaker has some XNA tutorials that he's been converting into a MonoGame section.




#5072881 Best C# libraries

Posted by Haps on 25 June 2013 - 06:02 PM

MonoGame is an open-source, cross-platform implementation of XNA.




#5071816 Addressing Issues with Mobile Gaming Inputs.

Posted by Haps on 21 June 2013 - 10:57 AM

I don't feel virtual sticks are 'best', but it can be a compromise. Some types of games just respond better with a couple of axes and buttons than to any kind of tap, tilt, or swipe, platformers in particular.

 

It's also difficult to be 'first.' Even if your controls were intuitively designed, sticks and pads are our default inputs. If the game looks similar to anything they've played before, you're fighting against that acclimatization. With Windows 8, the majority of complaints are along the lines of "this is drastically different" and that's made it difficult for people to adapt.

 

If people are holding the device incorrectly, you could try drawing more attention to the controls when they first start up, get them to change the way they think about the game. Focus the first minute on the optimal way to play and throw in some messages suggesting on how to hold it. If there's a lot of different gestures or actions, don't overwhelm them all at once, get them to use them one at a time.

 

It sounds like if you can break them out of the virtual-stick mentality before they get the expectation that it's the way to play, they might have a better experience.




#5061287 Personnel (strategy)

Posted by Haps on 12 May 2013 - 09:25 AM

The layout looks quite similar to the one used in King of Dragon Pass.

 

Sorting options were available to help you organize candidates based on their stats, and to have more than could fit on the screen. Each candidate also has their own specialization and skillset, forcing you to choose based on both their ratings and in what way they served.

 

I'm in favor of every courtier having their own specialization as it helps counter any of the lower attributes they might have - Choosing between a specialized (but corrupt) Military General for the Defense position, versus a loyal courtier with an irrelevant background, could add a level of strategic depth to your game.




#5057574 Microsoft burned down my home, where now?

Posted by Haps on 28 April 2013 - 04:59 PM

I'm not really sure if there is anything like XNA out there.

 

Fortunately, MonoGame is a continuing open source implementation of XNA, so your knowledge will transfer over.

 

Here's a page describing how to get set up, give it a try.




#5044708 The name of that floating-up fading number UI thingy?

Posted by Haps on 19 March 2013 - 05:05 PM

Floating text is the name I'm most familiar with.




#5044042 The games that everybody writes.

Posted by Haps on 17 March 2013 - 03:26 PM

Crash to Desktop is wildly popular amongst beginners and experts alike.




#5044038 Luck

Posted by Haps on 17 March 2013 - 03:19 PM

As SiCrane said, Luck is found in quite a few games, and you can be pretty creative in how to apply it.

 

In some, Luck has a small affect on skills. It's usually much less of a bonus than you would get for a 'core' attribute, but it affects all of them. Or it can affect random events like loot drops and monster encounters. Many use it as a major component of critical hit formulas.




#5036906 Have done XNA/C#, what's next?

Posted by Haps on 26 February 2013 - 05:29 PM

There's not really a reason to stop using XNA if you like it. They may stop updating it, but it still works. Otherwise, MonoGameis an open source, multi-platform alternative based on XNA so it should be easier for you to pick up.






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