Game Motion Grid

I always wanted to make a little RPG game with a mesh movement. The problem is that the only way I managed to get a decent area of ​​movement is to use datagridview (I think at some point I tried to view the list) and basically move the image from cell to cell based on the keys pressed.

Now with this I need to have a decent number of cells so that the images do not have gaps between them, it is especially important when creating some kind of wall, etc., so she feels how this method is not effective enough. Not to mention that problems will arise when you have a large number of images in a control.

My question is: what would be the best tactic / control to make a small game?

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As a rule, when creating a game, you will draw yourself, and not rely on a control to do this for you. As a simple step from what you have now, it is to override the Photoshop drawing method and use the graphic to draw. This will be where you draw all your images. You must use a timer to make the game logic, causing invalidation on the frame to update it.

If you want to go a little further, XNA is worth Googling, as this is a very good foundation for learning the game, as we will be good packaging for Directx. You can get something on the screen very quickly, and this provides a good base.

2d- . .

. gamedev.stackexchange.com

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Windows Presentation Foundation (WPF) . ..

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GameMaker (http://www.yoyogames.com/make). , , XNA, - , .

It has its own scripting language C-ish (a Delphi derivative, I think), and it can be connected to libraries from other sources (for example, your own). You must manage your own memory and so on. It also has some primitive 3D capabilities.

It's somewhere between a toy and a quick prototype tool - and somewhere between a gridview hack and a full-blown XNA setup.

I believe it has a free version with limited features, but the pro version is not too expensive.

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