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WeNeedFocus

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  1. Thanks guys, but, I'm facing another problem. What if the entity is meant to occupy more than one space? If for example a bonfire is 2x2 tiles wide, how do i fit that into the 2 dimentional entities array? Should I just make it into a list instead of a 2d array, and put Point Location; so the entity will contain it's own location? But when I want to retrieve a certain entity, I have to go loop through the whole list... Is there a better way to do this?   I thought of separating entities into different parts: TopLeftOfBonFire, TopRightOfBonFire, BottomLeftOfBonFire, BottomRightOfBonFire, so each one can occupy one tile. But then I faced the problem with Units. Units are updated, so separating them into parts like this is not efficient. Please help, Davud
  2.     Having entities store their own location, was my very first choice, in a list. But it was inefficient since I had to run through the list each time I wanted an entity, so this seems logical. Sorry, agnostic container? I searched some stuff on google, but there was nothing specific. Is this a some sort of a library, or just a spontaneous word you made?       This seems tough, but I'll consider it as my second option.   Thank you guys, if you can just help explain the concept of this agnostic container, I would be grateful. Also, since almost anything with height will be an entity, and some entities won't update, should I keep them in a different layer? So there are two types of entities, the ones that stay still (trees), and the ones that move (animals). There is no point to do Entity.Update() if it's a still entity, so it's logical to keep them in two different layers, right? But the problem is, since they're both entities, it's like separating skin from bone, I don't like the idea of two layers for entities. Is there another method for this as well (or should I make a new thread)?
  3. That works, out of curiosity, are there any other ways? I'll most likely do the array of lists of entities, thanks.
  4. So I have two 2D array layers, one of the ground/terrain and another that contains entities/units. One item can occupy a spot at a time, but since I want some entities to overlap, how can I efficiently do this? I have already tried doing it with a list, but I don't prefer it since I have to run through the whole list each time I want a specific entity, when in a 2D array I can just do Entities[x,y] and I have the specific entity I want. No code necessary, just an explanation. Thanks
  5. I've done some searching on this, but it seems Xna wasn't built for 3D, but there are workaround.   The problem is I can't find a simple tutorial on how to draw only one plane with a texture. All the tutorials have to be complicated 3Dmodels. Help?
  6. I think it could work. There have been a lot of top down games with multiple levels, but I can't remember playing any side view games with this kind of system. I wonder if it will be harder to make it clear where the doorways into the rooms outside of the screen are? (that is, if the character is facing into the screen with his back visible, the door would be behind him) I guess you'd just put a sign on the opposite wall or something? I can think of a few other issues like how the back walls would work (in this case walls between layers) and whether you'd be able to see into deeper layers for drawing the backgrounds, but I think they could all be worked out. First of all, I thank you for replying to me, secondly for telling my that you don't remember playing any side view games with this kind of system(makes mine feel unique).   First, the background is drawn, then the tiles in front are drawn. If in the background there is a tile with transparency, then it draws the tile behind it(in the layer behind the current) with 40/255 darker alpha. If a tile behind a transparent tile, a window for example, is also a window, then it is drawn 80/255 darker alpha, and it draws the third layer back. Basically, if the tile behind a transparent one is also transparent, it draws the tile even behind the second one, but, each time it is 40/255 darker, and this only goes on for 4 layers(160/255).   To build a door, to prevent building doors anywhere(outdoors, caves), it will need to be placed inside of a room. Also, if you go a layer back the only tiles that show will the the ones below the door.   Now, if you build a door on a tower, but jump down(and survive) the way to get back to the default layer will be to press (< or >). This may prevent the use of doors, but doors are always useful because they prevent unwanted creatures out of your house.   To enter a door that leads a layer back(<) you need to press W or the key that is assigned to #UP. To enter a door that leads a layer front(>) you will need to press S or the key that is assigned to #DOWN. Now, if you pass through a door, and enter the back layer(<, again) how would you see the door you came from(since you cannot see the layers in front, but just the layers in back)? Simple, transparent tiles "leak light" into the next door. So if you happen to have a window between two rooms, then the tile behind the window(in the back layer, <) will be a little lighter, 20/255(this may to another value later). For open doors, it will leak light the shape of the door(still thinking what would determine to set the door as open or closed when you pass through them, or to even include open doors at all), but the closed doors will only leak light of the outline of the door, it will look like two parallel lines with an arc at the top, and a little light from the key hole.   I'm still working on this, but thanks for commenting, and reading.   ~WeNeedFocus
  7. Okay thanks for the notice.
  8. First of all, thanks for your comments, and I apologize for a late reply because I was unable to log into my account.  Yes, we are discussing 2Dv3D as well as your favorite game genres. I personally like 2D more than 3D in most games, so I can't agree with most of what you said, especially pixel art. I adore pixel art, but for sandbox games, 3D might be a better choice than 2D because not only does it add an extra dimension to the game, it does make it more of a simulator.     I added fighting, but I was never really into those games so it didn't come to mind when I was making the poll. But hey, it's a game genre.
  9. I want to post an article in Forums>Technical>DirectX and Xna, but I can't.. It says I have no permission.
  10. As HappyCoder mentioned, GameMaker might be a good choice, since your a beginner. But I personally don't like using someone else's software to make a game, I don't like how I'm limited to what they give to me. If you are also like this, then I advice you to start with a simple programming language, something like Vb.Net.   Vb.Net is a simple, programming language made for ease and speed(Not how fast your application is, but how fast you can make it). It might not be the best programming language out there, but you can do a lot with it. Now, don't expect to make the next world of warcraft over night! I used Vb.Net for 2 years before moving on to C#, even though they're quite similar.   You might want a place to start. Youtube and Google are your friends. You can search Vb.Net tutorials for simple stuff such as Picture Viewer, Text Editor, Progress Bar, Messageboxes.. Or search for a series of tutorials that go in order.   First of all, you need to install Visual Studio, or Visual Basic .Net Express 2010. Don't let the 2010 make you think its old and useless, I use Visual C# Express 2010, and it works just great! It's only about 120mb if I remember correctly.   Here is a tutorial:        www.youtu.be/hkcO_M9gcNw     Before you can even start making your game, it can take lots of work to get used to the language, so that you would no longer need to use tutorials to do what you need. But of course, you can always ask questions on forums, as we all do, but, always do research before you ask.   As I mentioned before, Vb.Net is a programming language made for ease and speed, so it may not be the best language for making games. That's why I moved onto C#(and C++ currently), after using Vb.Net a lot. I tried to make games with Vb.Net, but nothing was very.. efficient.. I tried to make the game with pictureboxes, with gdi+, with timers that update slowly(i had little control over this)... But this wasn't a bad thing, I learned a lot. Anyways enough about me.   Basically, If you want full control of how your game will be, you will either hire a team, or learn programming. Otherwise, you can use engines such as GameMaker.   Good luck with your game idea, I hope you can make it. But remember, don't get uninspired if you can't make what you want quickly, just keep trying. Have fun!   ~WeNeedFocus
  11. I too prefer 2D, as I might have mentioned before, but I can't say the same for puzzles and adventures. I don't really enjoy them, even if they are more intellectual. As for action/adventure, now that's what I like!     Elder Scrolls games are good indeed, by the way, they're developing an Elder Scrolls mmo, I registered for beta... but never got a reply... Anyways I like Minecraft too, but I can't deal with griefers.   Thanks for your opinions!
  12. Well, the reason why I want to do this is because I don't want my users to download a discontinued framework. But I heard this was possible.
  13. I heard somewhere before that I can include the dlls with the game so that the user won't have to download and install Xna redis. If you curious why, because I find it easier to give it to the players, then to make them download it.