Hopefully we'll see you in the next Kiddens.
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I ended up re downloading community edition which caused license issues..VS Community 2015 is completely free, it shouldn't cause license issues.
I think there is a huge misunderstanding, you do not need Visual StudioHe does need visual studio in order to re-enable JIT debugging (or alternatively, change the registry, as I explained earlier). This will not be necessary if he gets a release build of the editor instead of a debug build.
But seriously, one would need to have MSVC debug libraries if it is built in Debug configuration.I'm not following your train of thought here, surely a build server which supports c# release builds also supports c# debug builds.
+1I can make a procedurally generated RPG in AGS or in GameMaker but these aren't real languages.
Yes they are. If you can make a procgen in AGS then you can become a professional programmer without too much trouble. The questions are (1) do you want do be, and (2) how do you convince a company to hire you (note that you can absolutely put homemade game design on your resume!)
EDIT: Ok I found out... so, is this .NET Core something that we should aim for?It's very hard to tell, as the water keeps changing (Microsoft is calling this "growing pains"). Mono has been around much longer so it's definitely more stable.
Also, something I always wanted to ask, but did not: currently all Editor is made of WinForms. Does that work on Mono, or we would have to replace them with some portable GUI classes?There is a WinForms implementation in Mono, but from what I read, it's lacking, and the recommendation is not to use it (and while you didn't ask,.Net Core does not support WinForms). Also relevant, I believe that ScintillaNet is Windows only so a different text editor should be used.
160x200 games were pretty much twice as good as 320x200That's true, but you inspired me to take it one step further: my next game will be in a 1x1 resolution. It will feature 200 different rooms, each with stunning hand drawn graphics and challenging puzzles (and no pixel hunts if you use a x16 scaling filter!).