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Role-Playing Game Starter Kit - Main Discussion Thread

Last post 11/19/2009 1:16 PM by Chapel. 269 replies.
  • 8/25/2008 5:39 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Vadlak: no that was not a solution; I was simply stating that I had a similar problem. I've opened a brand spanking new RPG Example after some changes to code I went to debug, however I get this

     Error    1    Error loading pipeline assembly "C:\Documents and Settings\Riclusiarch Mikelus\My Documents\Visual Studio 2005\Projects\Proelium\Proelium\RolePlayingGameProcessors\bin\Xbox 360\Debug\RolePlayingGameProcessors.dll".   

    looking into bin folder I find it empty, obviously this should not be empty??

     

  • 8/25/2008 3:23 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I have a similar problem, but instead of the bin folder it is the debug folder that is empty, does anyone have a solution for us?
  • 8/25/2008 10:45 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    that idea worked for me you should try it
  • 8/31/2008 8:46 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I don't know if you got your answer since then but well, I can answer because I followed the same pattern for my own engine.

    RolePlayingGameData is a project that contains all the data classes of the game. These classes are referred in RolePlayingGame, the main project, which contains the engine / the game. For some purposes (but mainly the read/write of XNB/XML files) all the Writers (and Readers could have been placed here too) have been put in a separate project (RolePlayingGameProcessors).

    For my own project, I separate the things differently because I'm realizing a kind of generic engine/framework to make real games later more easily. But I still have three projects : a first one that contains all the classes of the engine, a second one that contains the specific classes for my test game (and other games later would be another projects) and the last one that contains all the ContentWriters and ContentReaders used in the engine / the game.

    Then, it's up to you but if you want to add functionnality such as multiplayer game, you may have to change things in RolePlayingGame (maybe by adding new screens to manage the inputs, the multiplayer rules and so on) and in RolePlayingGameData to add core data classes (a class to symbolize your multiplayer character for example).

    Hopes it helped !

  • 9/2/2008 10:46 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I've created a little program that allows you to export RPG Maker XP maps to Role-Playing Game maps:

    http://forums.xna.com/forums/t/16586.aspx

    Perhaps that thread should be moved to this subforum?


  • 9/4/2008 1:19 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    RealmRPGer:
    I've created a little program that allows you to export RPG Maker XP maps to Role-Playing Game maps:

    http://forums.xna.com/forums/t/16586.aspx

     

    That is really cool!  Nice work!

    Matthew Picioccio
    XNA Developer Connection
  • 9/7/2008 3:20 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I've noticed hiccups in the engine. Roughly every 30 frames (or half a second), the game hiccups, resulting in a faux-update (eg, a render where nothing has changed). Does anyone know if this is a problem that's global to XNA or just the RPG Kit?

    edit: I figured out it has to do with XNA's fixed timing functions. *sigh* Not much that can be done about it, unfortunately..

  • 9/8/2008 6:35 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    How do you go about making character sprites for this game?
  • 9/14/2008 8:27 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I need someone to make a step by step video on how to make a rpg game for dummies which i am =[
  • 9/21/2008 2:18 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I've finally gotten around to checking out this sample and I'm wondering about a piece of code in the Data project, something I've never seen before in my experience with C#.

     If I am reading the below block right, this is declaring a match function in the call to RemoveAll? If that is the case, what's the performance compared to using a compliant pre-defined function in place of it.


    entries.RemoveAll(delegate(StatisticsValueStackEntry entry) 
                { 
                    return (entry.RemainingDuration == 1); 
                }); 
  • 9/22/2008 8:20 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Alright, who's bright idea was it to not have any tabs in the save file? I'm trying to figure out the game save system and the xml save file contains a LOOOOOOOOOOOOOOOOOOOONG single line of text with tons of nested tags. Ugh!
  • 9/22/2008 8:25 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Actually, save files being xml does bring up a legitimate concern. On windows, wouldn't it be very easy for nefarious players to open up the ASCII save files and say give themselves an unlimited number of health potions or whatever else their cheating minds can think of? Come to think of it, I suppose one could even do it to the files on the 360 hard drive if one were motivated enough to mount the drive on a PC.
  • 9/23/2008 5:32 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Well does it really matter in a single player game? Almost every single player game out there has cheat codes, trainers, or console commands to modify player data, yet the majority of players don't even bother unless they need to fix something that caused the game to no longer progress (like in baldur's gate 2 there was a bug that would fail to set a quest flag, had to alter your save file to fix it).

    Being an ASCII format file, it's easy enough to encrypt and patch in a writer to create the xml stream from the decrypted form. There are loads of documents out there, theory, practice, and practical examples, that explain how to impliment everything from simple encryption to complex encryption. All you really need is some algirthm to convert characters/words into an obsqure form and the string builder, to throw off users just change the file extension so they don't know it's natively an xml file.


  • 9/26/2008 9:16 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I am brand new to GS, using 2.0 and 3.0 beta, with the Express Visual Studio editions. I downloaded the RPG Starter Kit a few days ago, created the solution from the template, and it builds and runs fine in VS2005 (and its an excellent tool; I'm learning a lot from it). I then opened the same solution in VS2008. The VS2005/GS2.0->VS2008/GS3.0 converter ran, and reported no problems - but the converted solution will not build. It fails at this point:

    Building Gear\Armor\BronzeArmor.xml -> C:\Documents and Settings\...\My Documents\Visual Studio 2005\Projects\MyRolePlayingGameWin\MyRolePlayingGameWin\RolePlayingGameWindows\bin\x86\Debug\Content\Gear\Armor\BronzeArmor.xnb
    Content\Gear\Armor\BronzeArmor.xml(4,8): error : XML element "AssetName" not found.
    Done building project "Content.contentproj" -- FAILED.

    I can't work out why. I see that the Armor class inherits the property AssetName from ContentObject, but I also see that that property has the attribute [ContentSerializerIgnore]. Why is the C#2008 compiler complaining that there is no <AssetName></AssetName> in the .xml file?

    Any explanation would be gratefully received.

    Update #1, 28 Sept: I have experimented with some very simple solutions with the same structural characteristics as Armor/AssetName. It appears to me that the problem lies with the VS2005/GS2.0->VS2008/GS3.0 converter. I can create something in VS2005/GS2.0 that behaves as I expect. I can create the same thing from scratch in VS2008/GS3.0 beta that behaves the same way. However, when I convert the VS2005/GS2.0 solution to VS2008/GS3.0 beta, I get the same error as in the RPG Toolkit example: the compiler complains it cannot find the tag in the XML even though the property is marked as [ContentSerializerIgnore].

    Update #2, 28 Sept: I have discovered that the (beta) converter replaces XNA 2.0 references with 3.0 beta references, except the reference to Microsoft.Xna.Framework in the RolePlayingGameDataWindows project. If I replace that reference manually, the converted solution will build. I do not understand why the converter overlooks that XNA 2.0 reference.

  • 9/30/2008 7:14 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    i have a question, how do you add fonts to the game, i replaced the font DescriptionFont with my own custom bitmap font and when i try to run the project it errors out on loading the font. the error is:

    Error loading "Fonts\DescriptionFont". File contains Microsoft.Xna.Framework.Graphics.Texture2D but trying to load as Microsoft.Xna.Framework.Graphics.SpriteFont.

    what do i need to do to load a font into the project?
  • 9/30/2008 8:22 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    mtnhome3d: You need to change the Content Processor for the new font you added. Right-click your new font under Content in Visual Studio's solution explorer, then click Properties. Highlight "Content Processor" on the left to get a drop down on the right. Change the processor from "Texture - XNA Framework" to "Sprite Font Texture - XNA Framework".

    Hope that helps!

    Become any character you meet, Light's End is now live! - www.lightsendgame.com
  • 9/30/2008 11:21 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    thanks i accidently stumbled on that myself after posing and forgot to update the post, but now that i set it to a sprite font, it says "no glyphs could be found" for my font. i've set it back to the default font .bmp and it works fine. i even put black boxes around the letters. if you want i can post the image
  • 10/1/2008 2:51 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Default Ex:
    I've finally gotten around to checking out this sample and I'm wondering about a piece of code in the Data project, something I've never seen before in my experience with C#.

     If I am reading the below block right, this is declaring a match function in the call to RemoveAll? If that is the case, what's the performance compared to using a compliant pre-defined function in place of it.


    entries.RemoveAll(delegate(StatisticsValueStackEntry entry) 
                { 
                    return (entry.RemainingDuration == 1); 
                }); 

     

    It's the same performance as a predefined function.  You can use .NET Reflector to inspect the binary, and you can see that it just makes a function for you. 

     

    If you want to know more about this pattern, search the web for "anonymous methods."

    Matthew Picioccio
    XNA Developer Connection
  • 10/1/2008 2:55 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    pixelminerXNA:
    Alright, who's bright idea was it to not have any tabs in the save file? I'm trying to figure out the game save system and the xml save file contains a LOOOOOOOOOOOOOOOOOOOONG single line of text with tons of nested tags. Ugh!

    It's the .NET XML serializer's idea.  :)

    I think there is a way to change it, but it would have added a bunch more code to the project that wasn't terribly relevant.  Internet Explorer will show you a controlled version that is easier to see. 

    Even better is Visual Studio, which will actually add the white space for you.  Load up the document, open the Edit menu, the Advanced sub-menu, and choose "Format Document."

    Matthew Picioccio
    XNA Developer Connection
  • 10/1/2008 3:05 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    pixelminerXNA:
    Actually, save files being xml does bring up a legitimate concern. On windows, wouldn't it be very easy for nefarious players to open up the ASCII save files and say give themselves an unlimited number of health potions or whatever else their cheating minds can think of? Come to think of it, I suppose one could even do it to the files on the 360 hard drive if one were motivated enough to mount the drive on a PC.

     

    That is a valid concern on the PC, but it was not implemented because it's not necessarily relevant to this starter kit.  After all, the source is public.  :)

     

    If you were going to add this kind of functionality to a real PC game, one possibility would be to add one overall "save" object that contains all of the data serialized (here, in Session.SaveSessionResult).  Then, in PC-specific code, implement custom binary serialization on that object, including possibly some kind of encryption or at least further obfuscation. 

    Note that .NET binary serialization is not available on the Xbox 360 - you can see for yourself the different contents of the System.Runtime.Serialization namespaces when working in Windows projects vs. Xbox 360 projects.  If it did matter on the Xbox 360, which it doesn't, you would probably have to write bytes to a filestream.

    Matthew Picioccio
    XNA Developer Connection
  • 10/1/2008 3:14 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    mtnhome3d:
    thanks i accidently stumbled on that myself after posing and forgot to update the post, but now that i set it to a sprite font, it says "no glyphs could be found" for my font. i've set it back to the default font .bmp and it works fine. i even put black boxes around the letters. if you want i can post the image

     

    The font-texture processor has specific requirements for the image.  For more details, check out this post on teh Shawn's blog.

    For an example of a correct SpriteFont texture, check out our Bitmap Font Maker utility's page and our Robot Game mini-game.

    Matthew Picioccio
    XNA Developer Connection
  • 10/2/2008 12:05 AM In reply to

    Re: RPG Starter Kit

    sampyxis:

    This is a great kit.

    Is there any information on how the maps were made? Is there a tile engine that was used for this?

    I am not sure if this is what you are asking, but here I go:

    Looking through the solution menu, you click "Content" and then click "Maps" and you will see a bunch of xml files (Map001.xml). Click this and you will see all the code of the maps. Here are the different layers that you will encounter:

    Base Layer
    Fringe Layer
    Object Layer
    Collision Layer

    The Base Layer, is the base (pretty obvious since the name is Base Layer) Here you lay down the main tiles. If you need help finding out the numbers for the different tiles, I managed to map them in this nice grid of the Forest Tiles (http://s245.photobucket.com/albums/gg62/squeeb1/?action=view&current=ForestTilesGrid.png).

    The Fringe Layer covers the base layer, if you want to keep the base layer, and have no fringe layer, you replace all the numbers with -1.

    The Object Layer is the layer that covers everything, even you! So if you want to make it so that you can walk behind a building, you may place a building or other object on this layer.

    The last layer is the Collision Layer which is the layer that enables you to walk over an object. 0 enables you to walk through the object while 1 "disables" it.

    I hope I have helped you all!

    P.S. I am only 13, so I am sorry if I made any errors, if you didn't understand something, please feel free to ask me!
  • 10/12/2008 6:24 AM In reply to

    Re: RPG Starter Kit

    Are there any programs out there that can make maps that can be exported to the starter kit. If so can you please make a list thx.
    hi
  • 10/12/2008 5:07 PM In reply to

    Re: RPG Starter Kit

    dsfreak0109:
    Are there any programs out there that can make maps that can be exported to the starter kit. If so can you please make a list thx.
    Me and a buddy of mine are working on a generic editor that you can customize the XML output, and should be able to plug into the content pipeline. Our goal is to be able to use this editor for a variety of RPGs we intend to create, and we want it to be customizable enough so if you wanted to use it for the RPG Starter Kit, you could. When we get everything up and running we'll be opening up the source too, so if you wanted to take anything and modify it, you could.. but its a little ways out before we'd feel comfortable enough to release anything.
    Craig Giles:
    Journey into XNA
  • 10/15/2008 3:46 PM In reply to

    Re: RPG Starter Kit

    Since I just joined and can only download the 2008 which will only take the 3.0 version - where can I get the old .vsi so I can start playing with this while I wait for the "go live?"
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