KingCharizard
C++ Developer Extraordinaire
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- Seen May 15, 2016
C# is cross platform some what, ever heard of the mono project? C# can be used on Windows and Mac, i'm not certain of any other OS however...
Mono hard to use? lol Have you ever used WinForms? It starts you off with a Window, just drag buttons on there. Sure, it's better for applications rather than games, but it's still easy. Create an OpenGL control and it's the same as programming in C++, except all of the window creation is handled for you (very easy to change too).The reason we used C++ rather than C# is more for the cross-platform, extensible nature of the language. Sure you have Mono for C# on UNIX-based systems, but that's really inconvenient and hard to use and you wouldn't have much support for it on that end. Keep in mind that some of the developers and users of this game use Linux or Mac OS (I personally use both a Windows and a Linux machine [and soon to be FreeBSD too] to develop this). Telling them to "get Windows" (which I've actually seen be done before on other projects) is not an appropriate solution..
C# is cross platform some what, ever heard of the mono project? C# can be used on Windows and Mac, i'm not certain of any other OS however...
Sure you have Mono for C# on UNIX-based systems, but that's really inconvenient and hard to use and you wouldn't have much support for it on that end.
Mono hard to use? lol Have you ever used WinForms? It starts you off with a Window, just drag buttons on there. Sure, it's better for applications rather than games, but it's still easy. Create an OpenGL control and it's the same as programming in C++, except all of the window creation is handled for you (very easy to change too).
I get the feeling this topic is becoming... off-topic. It's not about the relative merits of different programming languages.
It somewhat is. Seeing how high or low level a language is is important in seeing how potentially long it would take to make a project. My point was that C# is a higher level language than C++, but still flexible and gives it the benefit of speed improvements compared to GameMaker or RPG Maker.I get the feeling this topic is becoming... off-topic. It's not about the relative merits of different programming languages.
We use a library called SFML for window creation and management. It works much better for games and what we're doing. Eventually we'd also be porting it over to SDL.
Guys, guys, I love all the discussion, but read the title, I said Pokemon game. Try not to get too off-topic.
LOL. You're dealing with programmers. This is on topic. ;)
If you're talking strictly about a Pokemon game
It's not up to me to find resources for you. I'm just sure that one exists out there somewhere for you, as it's such an obvious thing to make.
Yes! This is that I mean.Not just the limitations on where RPG Maker XP will run, but also the limitations on what RPG Maker XP can do.
It isn't just because the money or we want fame, Spirit - it's all a work of passion for the game. We aren't here for the money - if we were, we would be in colleges, learning to design a Triple-A game for Sony or EA. No, we're here to show how much we love Pokémon. It's just as fandom-y as Pokémon Clubs (or even Pokémon Trivia) is here.
The big problem about public engines isn't people making different engines, but the numbers of simultaneous attempts. I saw several people making their attempts instead of unite in one or two projects that have more progress and/or competent people.
This is also the reason behind the many "Failed" games on this site.. You have many talented artists working with some talented programmers/designers but their game is never quite good enough or finished.. Blue Chrome(Dont know if the name changed) for example... That game is fantastic.. but it will probably never be completed or released(Correct me if I'm wrong). But all the hard work put into that project by the artists among the many others who worked on the game just is being wasted.. When I tried to start a few projects I would have completed if not for lack of resources but it was hard to find artist who wanted to work with me because I had no reputation and I was mixing graphics and using what i had. I had no talented writer, I came up with a concept but it needed to be expanded. I was a decent mapper but I am an olde style mapper from gen 1 and 2 days these new maps are more creative I dont know if I could adapt and be really good.. i could have been okay.. just my point is I see at least 2 different game engine projects a week being started and stopped but as .FL said if people would pool their resources on one project it would be awesome.. for instance PE needs a lot of improvement.. why don't some of these java and python programmers help with that? You will continue to have games/game engines sprout up and die.... its just that simple but it would be a Great Idea as the OP asked if you could put together a dedicated team...The big problem about public engines isn't people making different engines, but the numbers of simultaneous attempts. I saw several people making their attempts instead of unite in one or two projects that have more progress and/or competent people.