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Just a thought but could we have fewer threads pinned in Game Programming? There are 10 right now and it seems like a new one gets pinned every few weeks...
You should do a tutorial about how to make an isometric RPG in C#. Not a massive RPG, just something simple to show the "pulp" of the idea if you get what I mean. One with a couple missions and inventory and towns with lttle shops. It would be a big tutorial but I think many people would be pleased to see one made, infact I might make this tutorial!
This post has been edited by Theaegd: 15 Aug, 2009 - 05:39 PM
You should do a tutorial about how to make an isometric RPG in C#. Not a massive RPG, just something simple to show the "pulp" of the idea if you get what I mean. One with a couple missions and inventory and towns with lttle shops. It would be a big tutorial but I think many people would be pleased to see one made, infact I might make this tutorial!
I'm in the process of writing a tutorial series on creating an RPG with C#, with XNA 3.0 specifically. I have already 100+ printed pages on the subject and over 2500 lines of code(and line count is everything) and I have only covered a layered tile engine, screen management, a very simple character generator. I haven't covered the character class system, combat, quests, inventory, towns, shops, animating sprites, a collision layer for the tile engine and much more that I plan to add to the game.
Creating an RPG, even a simple one like the one you suggested, takes a lot of code and time to write. Actually writing the tutorials on how to do it takes even more time. Books have been written on the subject. I'm not saying this to discourage you. I'm just trying to be realistic. The amount of work required is more than you might think. If you would like to try then be all means do. It would be a great learning experience and a definite feather in your cap. If you feel you have the time and ability then go a head and do it!
I think a tutorial on showing a background image to the screen with a little bit of collision, and a character or object that can be moved around on the screen would be very helpful. The background doesn't have to scroll or anything, just a single bmp that fits the screen. Maybe the character or object could have one or two different animations. This can be shown using C++ with DirectX.
I feel that it would be very helpful to me, and a lot of other people to be able to see some of these basic concepts of games shown in a tutorial (displaying backgrounds and sprites, collision, animation, keyboard input). Plus I think it would be relatively short, I may be wrong.
I am currently trying to figure these concepts out in a small game, so If there is no tutorial on this when I finish, I may write one myself.
Just a thought but could we have fewer threads pinned in Game Programming? There are 10 right now and it seems like a new one gets pinned every few weeks...
I cleaned up the list of pinned topics. I merged several topics (two created by SixOfEleven and one that is mine) with Martyr2's thread. It is now called Game Development Careers - Tips. There are five pinned as of now and I hope that those ones are providing the most relevant first-hand information on the topic. I also unpinned gabehabe's Want to make a MMO? thread and created a link to it in a permanent announcement in the Game Programming forum.
You should do a tutorial about how to make an isometric RPG in C#. Not a massive RPG, just something simple to show the "pulp" of the idea if you get what I mean. One with a couple missions and inventory and towns with lttle shops. It would be a big tutorial but I think many people would be pleased to see one made, infact I might make this tutorial!
I'm in the process of writing a tutorial series on creating an RPG with C#, with XNA 3.0 specifically. I have already 100+ printed pages on the subject and over 2500 lines of code(and line count is everything) and I have only covered a layered tile engine, screen management, a very simple character generator. I haven't covered the character class system, combat, quests, inventory, towns, shops, animating sprites, a collision layer for the tile engine and much more that I plan to add to the game.
Creating an RPG, even a simple one like the one you suggested, takes a lot of code and time to write. Actually writing the tutorials on how to do it takes even more time. Books have been written on the subject. I'm not saying this to discourage you. I'm just trying to be realistic. The amount of work required is more than you might think. If you would like to try then be all means do. It would be a great learning experience and a definite feather in your cap. If you feel you have the time and ability then go a head and do it!
I totally agree with you on that, and im looking forward to reading your tutorial! I am personally using XNA Game Studio 3.1 and will be submiting one of my own games to Xbox Live Arcade.
I totally agree with you on that, and im looking forward to reading your tutorial! I am personally using XNA Game Studio 3.1 and will be submiting one of my own games to Xbox Live Arcade.
Tutorial Title text-based rpg inventory and/or shop Language: c++ (i use code::blocks with mingw, if that helps) Subject: adventure style rpg store and inventory. Purpose: great to learn for folks like me..? Comments: i think this will also help people (like me) learn more about structures, as i can't find any relative tutorials out there (meaning structures for rpg stuff) and so forth.
int main() { HANDLE hConsole; hConsole = GetStdHandle (STD_OUTPUT_HANDLE);
int buyinput [0]; int choice [2]; int num_items = 0; int potion = 0; bool glov01 = 0; bool belt01 = 0; bool vest01 = 0; bool shoe01 = 0; bool pant01 = 0; bool whip01 = 0; int proj01 = 0; int bloo01 = 0; int poti01 = 0; int anti01 = 0; const int max_items = 10;
// list of items for user to pick// cout<< "Items for sale:\n"; cout<<"0. a leather belt with pouches 15G\n"; cout<<"1. a pinstripe vest 15G\n"; cout<<"2. suede boots 10G\n"; cout<<"3. durable cargo pants 20G\n"; cout<<"4. warm knitted gloves 5G\n"; cout<<"5. a plain leather whip 50G\n"; cout<<"6. throwing knives [5] 30G\n"; cout<<"7. a vile of blood 30G\n"; cout<<"8. a healing potion 20G\n"; cout<<"9. an antidote potion 20G\n";
// player asked if they want to buy something printf( "Would you like to buy an item?\n1=Yes\n0=No"); fgets(buyinput); if (buyinput){ printf( "please pick an item to add to your inventory\n"); printf("The ammount of weight you can hold will drop 5 points for every item you have.\n\n"); fgets(choice); if numitems < max_items {
if (choice, "0" ) == 0 ) //add item '0' to inventory { printf ( belt01 "has been added to your inventory."); numitems = +1; belt01 = +1; } else if (choice, "1" ) == 0 ) //add item '1' to inventory { printf ( vest01 "has been added to your inventory."); numitems = +1; vest01 = +1; } (choice, "2" ) == 0 ) //add item '2' to inventory { printf ( shoe01 "has been added to your inventory."); numitems = +1; shoe01 = +1;
} (choice, "3" ) == 0 ) //add item '3' to inventory { printf ( pant01 "has been added to your inventory."); numitems = +1; pant01 = +1;
} (choice, "4" ) == 0 ) //add item '4' to inventory { printf ( glove01 "has been added to your inventory."); numitems = +1; glove01 = +1;
} (choice, "5" ) == 0 ) //add item '5' to inventory { printf ( whip01 "has been added to your inventory."); numitems = +1; whip01 = +1;
} (choice, "6" ) == 0 ) //add item '6' to inventory { printf ( proj01 "has been added to your inventory."); numitems = +1; proj01 = +1;
} (choice, "7" ) == 0 ) //add item '7' to inventory { printf ( bloo01 "has been added to your inventory."); numitems = +1; bloo01 = +1;
} (choice, "8" ) == 0 ) //add item '8' to inventory { printf ( poti01 "has been added to your inventory."); numitems = +1; poti01 = +1;
} (choice, "9" ) == 0 ) //add item '9' to inventory { printf ( anti01 "has been added to your inventory."); numitems = +1; anti01 = +1;
} else printf( "That is not a valid option." ); }} if (numitems = max_items) { printf( "You cannot buy this--\nYou are carrying the maximum ammount of items for your level."); { cout << inventory[i] << endl; // get data from player's inventory.txt file and list it. cout << "Your items:\n";
cout<< "The ammount of items you may now carry is\n"; cout<< x-10<<endl; } else cout << "You have too many items and can't carry anymore weight."; // get data from player's inventory.txt file and list it. cout << "\nYour items:\n";
getchar ();
return 0; } cout<<"Would you like to buy an item?\n1=Yes\n0=No" cin>> buyinput; return 0;}
which is failing terribly-- mainly (so i'm told) because i made the mistake of defining the items, which ended up replacing the bool names (ie. glove01 is 'warm knit gloves', so bool glove01 = 0 is now bool 'warm knit gloves' = 0) which i somehow need to change, while making it so that if you 'look' or 'buy' the gloves, it will show the defined version. such as, "'warm knit gloves' has been added to your inventory", rather than "'glove01' has been added to your inventory."
i can't find a decent inventory or store tutorial out there, and i think that such a tutorial would help a lot with developing other aspects of the game, too.
Console rpg? .... yuck. I don't know anything about C++ and GUI, but I'm sure some type of button or something would be easier I'd imagine....
Creating a nice GUI with C++, with out using something like MFC or other libraries, can be a pain in the a**. It is not as easy as Java and .NET languages.