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PostPosted: Wed Nov 29, 2006 4:35 pm 
King Code Monkey
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I know there's at least oneother person here playing with XNA. I'd love to see Perception Crash ported to XNA. :) I think the game still has potential. Perception Crash on the 360?!? Oh yeah! 8) :ego


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PostPosted: Wed Nov 29, 2006 5:20 pm 
Funky Monkey
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that would be pretty cool xna. it gets crazy when you're using 400 third party libraries for a game(ogre, crazy gui, jpg, zip, etc...) and it becomes huuuuuuuuge.

but we should have a pretty full and develop design doc before any real dev starts.

plus letskilldave might see it and see how XNA brings communities together =p


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PostPosted: Wed Nov 29, 2006 6:13 pm 
Babirusa
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Don't you think it'l lbe just the same... ?:P

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PostPosted: Wed Nov 29, 2006 6:14 pm 
Funky Monkey
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same result as last time ?

or the same design doc you mean?

if it's the first then, i dunno

if it's the second then yeah, but its not complete


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PostPosted: Wed Nov 29, 2006 6:18 pm 
King Code Monkey
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I think part of the problem that last time was Ogre. XNA fixes that. :) Some of the community projects that have sprung up just in the short time the beta has been out have been pretty incredible.


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PostPosted: Wed Nov 29, 2006 7:20 pm 
Babirusa
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Well, I remain sceptical about community projects. and since 97 or 96, I still have to be proven wrong once... :).

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PostPosted: Wed Nov 29, 2006 7:29 pm 
King Code Monkey
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OK, now that sounds like a challenge. >:D


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PostPosted: Wed Nov 29, 2006 8:08 pm 
13375p34k3r
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Almar Joling wrote:
Well, I remain sceptical about community projects. and since 97 or 96, I still have to be proven wrong once... :).

:lol

ESR even wrote a paper suggesting that they way most of them (including PC) try to start doesn't really work.

Machaira wrote:
OK, now that sounds like a challenge. >:D

Go for it.

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PostPosted: Wed Nov 29, 2006 8:18 pm 
King Code Monkey
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Well, it wouldn't work with a team of 1. :)


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PostPosted: Wed Nov 29, 2006 10:10 pm 
P2k
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I would be interested, although I am really busy with grad school, but I might be able to make time.


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PostPosted: Wed Nov 29, 2006 11:09 pm 
Babirusa
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Machaira wrote:
Well, it wouldn't work with a team of 1. :)


If you want t ohave something done right, you gotta do it yourself. As the saying goes... :P

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PostPosted: Thu Nov 30, 2006 4:24 am 
King Code Monkey
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You used to be able to do that with game dev, not anymore, unless you're really talented. :)


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PostPosted: Thu Nov 30, 2006 4:36 am 
13375p34k3r
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Machaira wrote:
You used to be able to do that with game dev, not anymore, unless you're really talented. :)

Or you're making something small.

Machaira wrote:
Well, it wouldn't work with a team of 1. :)

You need to have *something* that runs before you can reasonably get anywhere with bazaar development. It doesn't have to do anything well, but you need something more than ideas.

A very small group with a unified vision (1 is fine, more than 7 is certainly out, 2 or 3 is maybe best) has to lay the groundwork and initial direction.

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PostPosted: Thu Nov 30, 2006 4:46 am 
King Code Monkey
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Yeah, if you have both art and coding talents you can do it yourself. That's not me though, since I can't even draw a straight line. :(

Ideally one or two people should get a framework and design down and you bring in people as you're ready to implement more and more. You have to have a solid development plan in place, as I've learned. :)


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PostPosted: Thu Nov 30, 2006 4:55 am 
P2k
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Machaira wrote:
Yeah, if you have both art and coding talents you can do it yourself. That's not me though, since I can't even draw a straight line. :(

Ideally one or two people should get a framework and design down and you bring in people as you're ready to implement more and more. You have to have a solid development plan in place, as I've learned. :)


Yeah same here, I'm more than comfortable programming a complete game but I have zero artistic ability.

It would be great if the whole game was totally separateable into GameComponents. Ideally people that want to contribute would only need to learn about one piece. And they would be able to test the components separately without having to test the whole system.


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PostPosted: Thu Nov 30, 2006 5:15 am 
King Code Monkey
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I'm still trying to figure out how best to use GameComponents. I've done a couple of different things with them so far, but I'm not feeling it yet. :)


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PostPosted: Thu Nov 30, 2006 5:50 am 
P2k
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I've been splitting absolutely everything into components. The difficult part is coming up with a general interface so you can substitute them seamlessly. They don't all necessarily have to inherit GameComponent

Components I'm planning to build or have built...

FramerateCounter
CompressedContentManager (replaces the content manager to use my own compressed resource file)
MouseService (for events instead of polling)
KeyboardService (same)
GUIInteraction (Mouseclicks in hitboxes)
WindowManager (Gives me further control over device setting when going window/fullscreen)
Camera2D
Camera3D
QuadLayer (Draws quads, I'm not using the built in sprite because it doesn't scale when you change resolution)
TextLayer (Draws a layer of text)
MapLayer (Isometric map for my game)

Anyway, you get the idea.


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PostPosted: Thu Nov 30, 2006 1:44 pm 
King Code Monkey
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Are you planning to share any of these?


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PostPosted: Thu Nov 30, 2006 3:09 pm 
P2k
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Yeah, definitely. I'm going to distribute them all once the design is more finalized. I'm trying to keep it all very easy to use, and of course really really fast and lightweight.


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PostPosted: Sun Dec 03, 2006 5:01 pm 
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ok, I had to get off my lazy rear and go through the "I forgot my password" process.

XNA is quite fine with me. Do we still want to go with 3D isometric?

On the PSP side of development:
I've had some minor issues with my psp, as in the memory card being corrupted, so I had to get a new one. I had recent-ish backups, so not much was lost, but I couldn't work on it for a while.

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