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Pies, Death and C#

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I suppose I should update this thingamajig. Following this thread, I now have a new computer. The hard drive on the older one died, the partition was screwed and the motor appeared to be dieing(really really slow reads). I'm thinking of just sticking an old Win98 500MB disk in it and using it to play DVDs.

Anyway on to programming. I was planning on making a 2D platformer using my fancy custom wxWidgets classes. Me, being an idiot, decided to make the map class last. Huge mistake. Note to anyone making anything 2D, build your code around whatever map format you're using or either:

A) You're have to make your own map editor
B) You're screwed

I dispise tool programming so I went with option B.

Having abandoned that, I've decided to start making some use of C#. I've used C# before, but I couldn't make anything other then console or basic WinForm apps since the SDk won't install on WinME. Now with XP, I can get into some more serious stuff.

Now the problem is being able to load maps in C#. I decide to use Tile Studio over Mappy since it can output code directly, unforunatly there appears to be no real C# output format. Rob Loach mentioned something about it, but it doesn't look like that got very far. Oh well, I'll just have to make it myself.

Also does anyone know if there's a differance between Sdl.net and Tao.sdl?
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I'm about to embark on the process of making a decision of what tile editor to use too. Have you had much of a look at both Tile Studio and Mappy? (They're both free to use in any sort of game, commercial or not, right?) Of course, I've also been meaning to learn wxWidgets myself too, so there's always the option of building my own just for an excuse to do that...

Regarding map data structures though, isn't there a third option: you could write a converter utility to turn the output from whatever editor you use into whatever format your game wants. I'm not sure how difficult that is in your case, of course.

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I'm about to embark on the process of making a decision of what tile editor to use too. Have you had much of a look at both Tile Studio and Mappy? (They're both free to use in any sort of game, commercial or not, right?) Of course, I've also been meaning to learn wxWidgets myself too, so there's always the option of building my own just for an excuse to do that...


I've tried both editors out and I defiantly recommend Tile Studio over Mappy. Mappy's documentation really sucks compared to Tile Studio and Tile Studio just seems more "professional". Not sure about the licence.

I didn't really like wxWidgets myself, however I still think it's the best GUI lib for C++ or Python. It might help if someone would teach the authors templates so they'll stop using macros everywhere.

Quote:

Regarding map data structures though, isn't there a third option: you could write a converter utility to turn the output from whatever editor you use into whatever format your game wants. I'm not sure how difficult that is in your case, of course.


Yes, but in writing the converter you'd have to write the code to import the editor format anyway, which kind of defeats the whole point in the converter. Unless of course you just didn't want people editing maps.

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Yeah, things are tough on the .NET game development front. GUI is another thing that hasn't really been mastered for .NET . The guys over at OgreDotNet had some direct bindings to CEGUI, but I haven't really checked it out.

If you get anywhere with a generic tile map engine, hook a brotha' up!

Quote:
Also does anyone know if there's a differance between Sdl.net and Tao.sdl?
Tao.Sdl is pretty much direct bindings to the SDL C library. SDL.NET puts an object oriented layer on top of Tao.Sdl. The difference? Think of it this way....

SDL.NET:
Surface someSurface = new Surface("image.bmp");

Tao.Sdl
IntPtr someSurface = Sdl.SDL_LoadBMP("image.bmp");

With SDL.NET, you don't have to worry about cleaning up after yourself as it's all object oriented and nicely integrated with the .NET Framework. With Tao.Sdl, you're going to have to do everything yourself, living to the standards of the library itself (Sdl.SDL_FreeSurface(someSurface)).

So to conclude, Tao.Sdl is direct bindings (everything is almost exactly the same as what you find in the SDL documentation), SDL.NET goes one step further and makes SDL very nice and easy to use from .NET .

My recommendation would be to go with SDL.NET unless you're porting one of your previous applications directly from C/C++ to C#.

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