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LordRhys

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  1. Go to Youtube, subscribe to Heartbeast channel, you will learn programming in GameMaker, he also has a book in print and a Udemy course you can take.
  2. Do a search on Packtpub.com there is a new book coming out, and I'm sure you can still use many of the older Unreal Engine dev books.
  3. wouldn't this work to flip the image since it is just a form of rotation. http://www.java2s.com/Tutorial/Java/0261__2D-Graphics/Rotatesashapeaboutthespecifiedcoordinates.htm
  4. Since yousay your using Unity the answers are pretty much right there, you can store the resource locations in an XMl file, use Unity Scripting to read the locations and place them in the world, and also use Unity Scripting to remove them and when you save write them to your save file in XML format. When you load you read the saved XML instead of the base XML. This will also allow you to eventually have a persistent world where resource nodes can grow back over time and be harvested again.
  5. Unity

        Unity3D has already started using C# as it's scripting Language and in conjuction with MS has developed a Visual Studio Plugin that will interface with it for writing your scripts while in Unity.
  6. Can you post your Draw function code? I'm willing to bet we will find an issue there that is causing you to draw your image stretched.
  7. I just found this book available which looks like the update your looking for: Programming Role Playing Games All in One, Third E Paperback – Jun 17 2008, it uses DirectX 10.
  8. I have this book also and am currently going through it, the code uses DirectX 9 which is still viable, what are you wanting to patch it to? I would just load it up in VS 2012 or something similar and see what falls over and make those changes, then you can look at optimizing it for C++ 11 if you want. I think it should still run as is though. The official website is Cengage http://www.cengagebrain.com/shop/ISBN/9781592003150?cid=APL1
  9. Monogame would be the better choice, they are close to getting the content pipeline working on its own but what you can do is develop the content pipeline info i.e. the .xnb files in class and copy them into the monogame solution. Currently that is how Monogame uses content resources anyway. Your code would be the same between both with maybe a few minor changes. Monogame is cross-platform capable so you can convert your game to a smartphone.
  10. I started programming in VB all the way back with VB3, I thought C# was too difficult also, but what I learned was you just need to get the Syntax difference mastered and it's a much more robust language to work with. As far as Unity goes, I don't know where your looking but I have found almost 40GB worth of Video Tutorials, 20GB of assets sources, and a ton of other helpful tidbits; along with 4 different books which start you at the beginning. To me the most difficult part of Unity is getting a hang of its GUI. go to www.BergZergArcade.com and you can download an entire Hack-N-Slash RPG Game Tutorial, last I checked it like 280 videos and stats you from scratch.
  11. I use Lists and Dictionaries in my program but in the format of Lists of Lists of Lists. My Items (Objects) have properties that can be used for some of the things you mention like does the bottle contain Wine, Water, some other liquid which in of itself may be contained in a different list or dictionary of liquids. My Table object would contain a list of objects on it that can be removed from the list if taken or added to if an object is placed there. You can use a database and your objects in lists can be the keys to the database object. Since you are using C# you may want to check out the Entity Framework and see if that can help you in solving your planning dilemma.
  12. other thing you may want to look into is State machines, you really should have that start menu screen in a different state from your actual play screen this way the click on the Play button has no effect on your play screen and you player sprite will spawn in where you specified.
  13. What you need to do is go to Amazon, B&N, or directly to PackT publishing and get Unity 3.x Game Devel. By Example - Beginner's Gde. - R. Creighton (Packt, 2011, that book will take you through various Game Tutorials on which by the end of the 2nd game you will know how to do everything that your asking us tot ell you how to do. It's very concise and easy to follow.
  14. I like all the answers given here but in my opinion: If you don't have a good Story/Concept where do you come up with your gameplay, or your art design or the music that you'll use, etc...; once you package all that then programming skill makes it all come together.
  15. There is actually only one version of RPGMaker that you can get now and that is RPGMaker VXAce which uses Ruby 1.9.2 for it's scripting language. It is fairly easy to use and learn and there are a lot of pre-made scripts that enhance it already. I have GameMaker also but haven't dug into it yet so don't know the learning curve.