True, but I'm really aiming for AE right now, at least until somebody gives me an idea for something else.
I'm still staying as flexible as possible, although right now the interface and game-are and room size are hardcoded, I can change them easily without breaking anything. (Although I suppose I have to make the window+border larger.
)
But what I can change at any time is tile size. (From 14 to 22, say)
Back to the matter at hand (for me), I need help from somebody that's more experienced in C# than me.
What I'm (still) trying to do is the R and Backspace keys.
All of this is being handled in the RoomState class, which provides a few arrays, lists and variables that get copied from the actual room when saving, and get overwritten when loading.
But somehow this isn't working just as expected. (And monsters, which should be copied in both the roomTiles array and the movementList list, aren't updating at all. Only the player is being duplicated (!), although since the sword is shared, there's only one sword in the room)
I'm uploading the source here, although you need both Visual C# Studio 2005 Express Edition (Only Express) and Microsoft XNA Framework 1.0 Refresh for it to work. (Not to mention DirectX 9, so it's Windows-only anyways) Also needed is the .NET Framework 2.0 or greater.
If anybody doesn't have either of these, links are provided at
this topic.
-Insane
EDIT: Re-uploading new version.
Changes:
The current room's tiles are destroyed before re-loading, that way the old roaches actually disappear.
What's still not working is that the stored roaches re-load.
Also, I've made a message pop up when you die.
Furthermore, I've included the built version (DROD\bin\x86\Release) for those that don't have visual studio.
However, you do still need the XNA Framework and .NET Framework for it to run.
[Last edited by Insane at 11-17-2007 10:26 PM]