it doesn't really matter which engine we choose, as if we code it right, it could be swapped for any other engine, save for drawing and IO calls
XNA documentation teaches that you need to figure out where all objects will be on the next frame and call all their Draw methods in correct order, which could be done with SpriteBatch, DirectX or OpenGL
@user1306322 if that object is movable and other factors yes
@user1306322 swap the lib does not mean methods, and other stuff doesn't change, and those could change to completely different methods/approach but doesn't matter
What are some of the biggest - and better yet: insidious and unexpected - mistakes that indie game developers make? Especially when making the transition from hobbyist to full-time indie?
uses a sword(katana ~kakkoi dakara) or its tooth to drive off enemies however when she uses her tooth she became instantly powerless and makes cute noises
There are a lot of version control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce.
How well do they support the process of game-development? What are the issues using VCS, with regard to non-text files (binary files), ...
@user1306322 there is a difference between using a tool that can craft a game while allowing you to use limited scripting language against a programming a game yourself imo
all I'm saying is we should google existing logic and maybe even find usable code snippets for isometric landscape stuff or something like that which has been done for years
I don't know what tools exist for "general gamedev"
they might be just too general to be helpful to anyone
for my XNA game I made a class that loaded all .png images, converted them to sprites on the go without needing XNA's content pipeline or pre-compiling
I could add new images and update the sprite lib during runtime
which is how I like it
I was planning for the game to be easily customizable and have friendly user-generated content interfaces
I believe it can still be done for MonoGame, as it uses the same texture conversion logic
I'm just sharing my experience, not saying "hey let's do it one more time" coz it might cause a lot of problems
we don't have to look for tools or VCS right now when we don't know exactly what problems we're gonna have to solve, coz ultimately that's what is gonna define what tools we would be looking for
I'm saying we don't know if we're gonna have use for any of the tools a general game engine might have at all
there are RPG makers thought which make it a piece of cake to make an RPG game, but I don't remember reading anything at all on isometric realtime action game makers
these are also not available within XNA: Collision detection Available moves A* Path Area detection these are some functionality you would find within an engine among drawing things etc
This was asked before too. link.
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