vbGore Free Online RPG Engine

Revolutionizing Visual Basic ORPG Development
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What's next?
Get someone to program with my guidance/help 18%  18%  [ 16 ]
Gradually port core components of vbGore to .net dll's 11%  11%  [ 10 ]
Just rewrite the whole thing in .NET 71%  71%  [ 65 ]
Total votes : 91
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 Post subject: Re: vbGore: What's next?
PostPosted: Sun Aug 10, 2008 8:31 pm 
it would be easy if it is upgraded to vb.net...
because we can also apply our knowledge based from the vb6...


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 Post subject: Re: vbGore: What's next?
PostPosted: Sun Aug 10, 2008 9:08 pm 
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Joined: Sat Feb 24, 2007 11:17 pm
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Location: The Aussie Land
how naive :P


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 Post subject: Re: vbGore: What's next?
PostPosted: Sun Aug 10, 2008 9:17 pm 
bakekitsune wrote:
how naive :P

lol,dont want to argue...;p


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 Post subject: Re: vbGore: What's next?
PostPosted: Fri Aug 15, 2008 3:59 pm 
Fresh Meat

Joined: Sat Sep 02, 2006 4:00 pm
Posts: 14
Location: Bury, Manchester, England
Wooo C# ftw. Is it gonna use the XNA if it does you should make it 3D. Been learning C# for a while now doing quite well, make sure you learn OOP xD


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 Post subject: Re: vbGore: What's next?
PostPosted: Fri Aug 15, 2008 5:13 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Genaga wrote:
make sure you learn OOP xD


I don't think we'd get very far without knowing OOP, let alone making a whole engine. :wink:

Nex has a lot of experience in OOP. I have quite a bit, probably not as good as Nex, but still take the time and care to refactor later when I notice the flaws.


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 Post subject: Re: vbGore: What's next?
PostPosted: Sat Aug 16, 2008 5:17 am 
Slave to the BB

Joined: Sat Feb 24, 2007 11:17 pm
Posts: 2704
Location: The Aussie Land
OOPs my bad.


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 11:45 am 
Fresh Meat

Joined: Tue Aug 19, 2008 11:02 am
Posts: 10
Location: McKinney, Texas
Har, in the event you and Nex can't handle a C# Port, I'd be glad to help you out </Smartass Comment>


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 4:30 pm 
=^.^= Kitty =^.^=

Joined: Tue Jun 03, 2008 11:01 pm
Posts: 963
Location: In Koredai
Genaga wrote:
Is it gonna use the XNA

Oh dear God, no. PLEASE don't use XNA. Too hard to make it install and work on other machines without having to install the entire toolchain. >_>


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 4:42 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
Yeah plus there's a few gray areas in the license.


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 5:32 pm 
Site Admin

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grenadier42 wrote:
Genaga wrote:
Is it gonna use the XNA

Oh dear God, no. PLEASE don't use XNA. Too hard to make it install and work on other machines without having to install the entire toolchain. >_>


To run XNA stuff, you just need a like 3 MB install. To develop with XNA is the only time you need the larger installation.

nex666 wrote:
Yeah plus there's a few gray areas in the license.


Like? Only hazy areas I can think of is when it comes to the 360 and using XNA's networking, neither of which are needed.


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 5:47 pm 
Hungry Zombie

Joined: Sat Jun 05, 1976 10:06 pm
Posts: 3179
Location: Auckland, New Zealand
Oh I heard wrong haha, I thought you had to pay for a license to release it commercially. D: I smart!


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 7:28 pm 
=^.^= Kitty =^.^=

Joined: Tue Jun 03, 2008 11:01 pm
Posts: 963
Location: In Koredai
Spodi wrote:
grenadier42 wrote:
Genaga wrote:
Is it gonna use the XNA

Oh dear God, no. PLEASE don't use XNA. Too hard to make it install and work on other machines without having to install the entire toolchain. >_>


To run XNA stuff, you just need a like 3 MB install. To develop with XNA is the only time you need the larger installation.


Eh, I've heard of cases where people have had to install C# Express and XNA Game Studio to make their programs run, and dependencies are a pain in the ass anyway...

I would use SlimDX, a wrapper of DirectX for C# which uses the MIT license (I think), and doesn't use any dependencies besides the version of DirectX that the version of SlimDX you are using is/was built for. Google for it and look at it. It's teh shiz.


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 8:24 pm 
Fresh Meat

Joined: Tue Aug 19, 2008 11:02 am
Posts: 10
Location: McKinney, Texas
XNA can't be used to make Xbox360 games without a license, in the event that matters ;)
It is also a bitch for keyboard input (Was quite fast, had to add some filters and timeouts in so I didn't get 'hhhhhhhhhhheeeeeeellllllllllooooooooooooooooooo' when typing 'hello'), plus writing engines is too fun bypass the opportunity!

Also, I love the fact everyone ignored me :'(


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 Post subject: Re: vbGore: What's next?
PostPosted: Tue Aug 19, 2008 8:48 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
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Location: Washington
Visual Studio is required for developing with XNA, which is a given since you have to have Visual Studio to do anything with XNA in the first place. The XNA SDK is needed for building assets with the content processor, which means that you have to either use that or find something else if you want to make a "game maker" type of thing where people can add their own graphics. But you can easily just not use the content processor. XNA is completely free in all shapes in form for PC development. For Xbox, you must have an active Creators Club to run non-commercial XNA games on your 360 for now. You must also have a CC subscription to sell 360 games, and they must be sold using the XNA Market or whatever it is.

So the limitations only really come into play when you turn to the 360, but even still, this is probably the most unrestricted system to ever hit a console. Compare that to Nintendo who will only give out the SDK for a huge fee to those who they have pre-approved, which is why there are so few companies who develop for the Wii / DS / etc.

Most people get mislead when it comes to the networking. XNA's networking system requires a CC subscription no matter if it is on the 360 or not. But there is no reason to even use XNA's networking for the PC, so that isn't a problem at all. But you have to use it for the 360 if you want networking, since the 360 doesn't support the System.Net namespace.


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 Post subject: Re: vbGore: What's next?
PostPosted: Wed Aug 20, 2008 2:36 am 
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XNA has a trick up their sleeve, i saw it, it was an Ace of Spades!

Makuo wrote:
Also, I love the fact everyone ignored me :'(


Its probably because of your southern drawl. :)


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