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Why XNA sucks.

Farted by AirPumpClock, April 12, 2008, 07:29:24 PM

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AirPumpClock

Online capabilities are limited to LAN, unless you want to pay and get LIVE. That's enough to wreck it for me. I'm going back to DarkBasic Pro, it's easier anyways.

SageClock

Did you honestly expect anything different?

Also, there's nothing stopping you from implementing your own (or somebody else's) networking library written in C++, linking it as a reference in your XNA project, buying a server (unless you're doing direct dialups or something, which I don't think anybody does anymore), and releasing the game on the PC, just like Darkbasic (assuming that even has networking support...does it?)

AirPumpClock

Quote from: SageClock;1282285Did you honestly expect anything different?

Also, there's nothing stopping you from implementing your own (or somebody else's) networking library written in C++, linking it as a reference in your XNA project, buying a server (unless you're doing direct dialups or something, which I don't think anybody does anymore), and releasing the game on the PC, just like Darkbasic (assuming that even has networking support...does it?)

Darkbasic has very, very nice networking support. Relatively speaking, it's ridiculously easy.

Also, I don't like how XNA only supports Xbox controllers or the keyboard.

Darkbasic supports that and more. Even dual sticks, but you have to test which axes do what. For example, while the X and Y of an Xbox left stick's axes are either on a -1000 to 1000 or 0 to 1000 scale (I forgot which), the right stick uses twist x and twist y, on a scale of 0 to 65535. Of course, right and up increases x and y, respectively.