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### #ActualSeiryuEnder

Posted 04 June 2012 - 07:39 AM

I couldn't agree more with JTippetts. Game programming is going to really challenge your self discipline; there's an uncountable number of projects scrapped because of lost interest. If you're not constrained by milestones and deadlines, do whatever motivates you at the time. Don't leave unfinished code - wrap up whatever you're working on - but generally it's a bad idea to keep working on something if you're deadlocked or just really disinterested.

The biggest thing to keep in mind about the UI is that it is purely about FEEDBACK. It is 100% INFORMATIVE.
I typically open a console (will add some code for that below) and make that last until many of the core systems are in place/functional.

As for the UI, the most critical thing you can do is sit down and DRAW OUT YOUR UI ON PAPER!!
Seriously, don't skip this step. Draw it a few times. Make changes on paper. It will save you so much time.
You will almost certainly go through several revisions, but you want to be as prepared as possible.

Generally speaking, for every hour you spend designing you will spend 10 fewer hours implementing.

-edit

Almost forgot to add the console code.
There's a couple ways of doing this. The easiest (if you're using visual studio) is to go to:
Project Properties -> Linker -> System and set your subsystem to console. In the older version of MSVC that would allow you to open a console window while running an application.

If you have trouble with that or it's not an option for you, you can also add this code to your WinMain:

#if defined(_DEBUG)
// Open a debug console window
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);
int hCrt = _open_osfhandle((long) handle_out, _O_TEXT);
FILE* hf_out = _fdopen(hCrt, "w");
setvbuf(hf_out, NULL, _IONBF, 1);
*stdout = *hf_out;

HANDLE handle_in = GetStdHandle(STD_INPUT_HANDLE);
hCrt = _open_osfhandle((long) handle_in, _O_TEXT);
FILE* hf_in = _fdopen(hCrt, "r");
setvbuf(hf_in, NULL, _IONBF, 128);
*stdin = *hf_in;
#endif



From there, you should be able to use std::cout to print to the console

### #2SeiryuEnder

Posted 03 June 2012 - 03:29 PM

I couldn't agree more with JTippetts. Game programming is going to really challenge your self discipline; there's an uncountable number of projects scrapped because of lost interest. If you're not constrained by milestones and deadlines, do whatever motivates you at the time. Don't leave unfinished code - wrap up whatever you're working on - but generally it's a bad idea to keep working on something if you're deadlocked or just really disinterested.

The biggest thing to keep in mind about the UI is that it is purely about FEEDBACK. It is 100% INFORMATIVE.
I typically open a console (will add some code for that below) and make that last until many of the core systems are in place/functional.

As for the UI, the most critical thing you can do is sit down and DRAW OUT YOUR UI ON PAPER!!
Seriously, don't skip this step. Draw it a few times. Make changes on paper. It will save you so much time.
You will almost certainly go through several revisions, but you want to be as prepared as possible.

Generally speaking, for every hour you spend designing you will spend 10 fewer hours implementing.

### #1SeiryuEnder

Posted 03 June 2012 - 03:28 PM

I couldn't agree more with JTippetts. Game programming is going to really challenge your self discipline; there's an uncountable number of projects scrapped because of lost interest. If you're not constrained by milestones and deadlines, do whatever motivates you at the time. Don't leave unfinished code - wrap up whatever you're working on - but generally it's a bad idea to keep working on something if you're deadlocked or just really disinterested.

The biggest thing to keep in mind about the UI is that it is purely about FEEDBACK. It is 100% INFORMATIVE.
I typically open a console (will add some code for that below) and make that last until many of the core systems are in place/functional.

As for the UI, the most critical thing you can do is sit down and DRAW OUT YOUR UI ON PAPER!!
Seriously, don't skip this step. Draw it a few times. Make changes on paper. It will save you so much time.
You will almost certainly go through several revisions, but you want to be as prepared as possible.

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