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So much for that plan

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Aardvajk

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Well, here was me learning C# so I could go and get a job as a programmer and now my current company has suddenly offered me a far more competitive package so it looks like I'm staying a sales monkey for the forseeable.

Never mind. At least it gave me a kick up the backside to start learning C#, which I intend to continue with for personal interest and tool writing.

Very little dev related to report. I'm rewriting my level editor in C# and Windows Forms at the moment as an exercise, but when I've either finished that or got bored, I really need to get cracking on my next C++ game.

Seeing some of the projects by some of the other people whose journals I skulk in recently has made me really want to raise my game in that respect a bit so if I'm going to write a Mario clone, I intend it to be a very good one.

In case anyone reading this hasn't seen HopeDagger's recently completed 14 day project, go and have a look at his journal now if you know what's good for you.
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I'm glad to hear that your situation is more comfortable. [smile]

I do hope you don't end up packaging C♯ into the "only good enough for tools" category that it seems to have been relegated to by a large number of people, though!

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Hey, no. It is just that I am a hobby programmer so I only really write games, or tools for helping me write games. It may be that one day I decide to plunge into Managed DirectX and start writing actual games in C#, but I can't see that happening just yet.

I'm actually now totally in love with C# as a language and it would be first choice for pretty much any application except a full screen DirectX game. I even reckon any command line apps I write in future will probably be in C#.

Going to be a bit of a leap to convert over to C# for the actual game cores though. Maybe someone here will sell the idea to me.

Anyway, I'm now off to put your advice about dervied control classes into practice. Thanks again for that.

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Quote:
but when I've either finished that or got bored, I really need to get cracking on my next C++ game.


You mean C# game, of course! :)

*brandishes longsword* Riiight?

But really, C# is hugely viable for a real big-calibre game project. Heck, take a look at the awesome BloodMasters, written entirely in C# and Managed DirectX, which feels like a commercial quality game. Don't rule out C# just yet!

Quote:
really want to raise my game in that respect a bit so if I'm going to write a Mario clone, I intend it to be a very good one.


Awesome. But knowing your creative edge, I hope not to see a 'clone', but more of a Mario-inspired game. Innovation for the win! :)

Quote:
In case anyone reading this hasn't seen HopeDagger's recently completed 14 day project, go and have a look at his journal now if you know what's good for you.


Thanks for the plug!

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Point taken (meaning your intellectual point, not the point (I hope) of your longsword). I am in no way denying C#'s viablitiy for writing commercial grade games. Hell, as far as I can see there will be a day soon when ALL commercial grade games are written in C#. I'm just not sure I'm quite ready to make that leap as a hobby programmer yet.

Just out of curiosity though, do you need to download like a DXSDK for C# DX apps or does it all come with VS C# Express?

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