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  1. In Topic: Handling text for an RPG

    Posted 1 Jul 2013

    View Postpoppabear8883, on 01 July 2013 - 04:29 PM, said:

    View PostGeogaddy, on 01 July 2013 - 08:08 AM, said:

    I should probably make clear that I'm not a total beginner to XNA - I've been working with it for a little over 2 years, so I'm pretty well versed in the basics of game programming. But since building a game engine/editor has little or nothing to do with stuff like "how to animate a sprite", it's an area of programming I know virtually nothing about.

    This is literally all I've got so far:

    1. create windows form with all the right buttons and menus and stuff
    2. ???

    Most tutorials on this subject deal with this topic purely in the context of a tile-based game, which unfortunately doesn't address my concerns with regards to how text should be handled.


    Geodaddy,

    Sorry for that, I just assumed which i should never do :)/>

    I know that later in his tutorial series he shows the use of a simple text processor per NPC that might help. I don't know. But, My opinion on a dialog system would be a XML tree that will loop through the proper dialogs depending on where the dialog leads to next. Like modi stated, It really depends on how complex you dialog system will be. I'm sure i am over stepping my boundaries here as i am also learning and I am sure you probably know more than me, Just trying to help contribute to the community as I am excited to learn more myself. I have read books, watched videos, read Tutorials on the net, All different ways of doing thing. I Some what know which systems i need for my project, But i still find it difficult to lay it all down. I hope modi can get you on the right path.

    Good luck and i will continue to follow your thread to learn from/help if i can.

    Mike


    Hey, it's cool man. Some advice is better than no advice, especially when no advice usually comes with a lot of attitude and ill-mannered lecturing.

    I'll definitely be back some day to impart my advice once I'm a little more sure of myself, but until then, thanks for the good will and good luck to you too!
  2. In Topic: Handling text for an RPG

    Posted 1 Jul 2013

    I like the cut of your jib modi - you sound like someone who actually plays games :)/>

    Okay...

    If I wanted to put a short scene together right now - with background scenes, characters, and points of interest that trigger dialogue in a box at the bottom of the screen - I could. I'd just hard-code everything, right? No text or xml files, just strings. Easy. I don't even plan on having dialogue choices, so that's not an issue.

    But because I want to make a game with lots and lots of scenes (and therefore, lots of dialogue), I'm guessing that hard-coding dialogue in strings probably won't cut it, so I have to figure out the best way of organizing my scenes, dialogue and characters.

    I've clarified a few things for myself in the process of writing this post - for instance, that xml is the only way to go for dialogue, owing to its ability to organize dialogue and actors using headers and nesting. I'm just going that the nature of my game doesn't change the nature of xml.

    Thanks for indulging me on this modi. :)/>
  3. In Topic: Handling text for an RPG

    Posted 1 Jul 2013

    I should probably make clear that I'm not a total beginner to XNA - I've been working with it for a little over 2 years, so I'm pretty well versed in the basics of game programming. But since building a game engine/editor has little or nothing to do with stuff like "how to animate a sprite", it's an area of programming I know virtually nothing about.

    This is literally all I've got so far:

    1. create windows form with all the right buttons and menus and stuff
    2. ???

    Most tutorials on this subject deal with this topic purely in the context of a tile-based game, which unfortunately doesn't address my concerns with regards to how text should be handled.
  4. In Topic: Handling text for an RPG

    Posted 1 Jul 2013

    View Postmodi123_1, on 01 July 2013 - 02:53 PM, said:

    it's no easy or trivial task.


    I sort of already know it's going to be hard because I haven't got the first clue how to approach making one (other than making a windows form...after that I'm stumped). What specifically would I have trouble with, do you think?
  5. In Topic: The Future of XNA - The Underwritten Truths

    Posted 24 Jun 2013

    Microsoft set to announce self-publishing on Xbox One?

    Could be. If they go the Windows 8 route then anything developed with MonoGame would be a shoe-in.

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