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#ActualPointer2APointer

Posted 27 September 2012 - 02:06 PM

When I was at your stage, the thing that eased me into, let's say, "real programming" from scratch, was GameMaker:

http://www.yoyogames...amemaker/studio

Believe it or not, there was one point where I knew absolutely nothing - not a clue on how computers worked from square one.

Programming is writing instructions that perform actions, in the simplest sense.

GameMaker can be witnessed as real programming - it just helps you get the job done way easier than without most of the tasks done for you.

One day I just decided to find out what programming really is, how computers really work ... and I did.

My first ever language learned was, believe it or not, as a total beginner (excluding some GML), C++, bare bones. Yes.

It was so complicated at first, but after months passed, it was like a newly spoken language.

You can start programming from any level or step, so long as it's not so advanced you'd be lost as to where to start observing.

For example, a typical computer-user with absolutely no programming skills or knowledge would be hopeless trying to analyze an Assembly language(low-level programming language).

But a beginner can start with C, C++, Java, etc. It depends on which one suits you best.

But here are some things you need to know, and that will make everything so much easier for you, from my experience:

1.You have to know how a programming language works, the basics of how computer hardware works, and know what and how you can do certain things in that language before pursuing game programming.

I'm not trying to shun anyone from programming here, but knowing proper language syntax, rules, data types like arrays, vectors, characters, linked lists, pointers, etc., are all a major bonus in programming, and the best part is - they are also a bonus in game programming specifics as well.

2.You need to know the mechanics of games.

A game-loop is a function/method or region of code in your program that constantly loops and executes your game, game logic, game functions, animation, artificial intelligence, input and output, graphics, etc. Anything you want, but without a loop it would be nothing.

What I'm trying to say is that in order to accomplish making a game, you are really going to be urged to know how games work, and the best practices on how to get certain tasks done. To make a game you will need something to provide a graphical window (mostly graphic - though games can be made through text-only interfaces), and there are things called libraries that do that for you.
Some languages (like Java) come with that stuff, and others (like C++) do not by default. You need to set up these libraries and link them with your program code, bind them together, and the result is executed through the windowed interface.

The more you know about games, how objects in games work, and how you can implement the methods of how to code these things, the faster, better, and more smarter programmer you'll be.

Mario in Mario Bros. moves left and right on a 2-D dimensional axis(same as Luigi and all the other characters).
You implement x-coordinate axis positioning on a screen, and update the window repeatedly in your game-loop code to keep Mario's position "repainting" itself on the screen. As easy as following those basic levels of logic you're already on a good track.

3.Learn to observe more, analyze details more, and use the tools you have, or make your own, to accomplish in-game statistics.

You should never let a good old array go to waste. Learning data types are essential, but knowing how to use them in all the right places is what puts the icing on the cake. Think about the things you want your game to do, and know how you can transition those ideas into a real working executable program on your display. If I want Mario to simply move left and right, I'd learn what left and right means - and then I'd learn how to implement an x (or left and right) axis to increment or decrement values necessary to adjust an image's position on the screen, and take all the necessary steps to get it right how I want it.

I can't stress this enough - learn the basics, learn how things work, and then do them as best you can.

-> http://en.wikipedia....ame_programming

#2Pointer2APointer

Posted 26 September 2012 - 01:44 PM

When I was at your stage, the thing that eased me into, let's say, "real programming" from scratch was GameMaker:

http://www.yoyogames...amemaker/studio

Believe it or not, there was one point where I knew absolutely nothing - not a clue on how computers worked from square one.

Programming is writing instructions that perform actions, in the simplest sense.

GameMaker can be witnessed as real programming - it just helps you get the job done way easier than without most of the tasks done for you.

One day I just decided to find out what programming really is, how computers really work ... and I did.

My first ever language learned was, believe it or not, as a total beginner (excluding some GML), C++, bare bones. Yes.

It was so complicated at first, but after months passed, it was like a newly spoken language.

You can start programming from any level or step, so long as it's not so advanced you'd be lost as to where to start observing.

For example, a typical computer-user with absolutely no programming skills or knowledge would be hopeless trying to analyze an Assembly language(low-level programming language).

But a beginner can start with C, C++, Java, etc. It depends on which one suits you best.

But here are some things you need to know, and that will make everything so much easier for you, from my experience:

1.You have to know how a programming language works, the basics of how computer hardware works, and know what and how you can do certain things in that language before pursuing game programming.

I'm not trying to shun anyone from programming here, but knowing proper language syntax, rules, data types like arrays, vectors, characters, linked lists, pointers, etc., are all a major bonus in programming, and the best part is - they are also a bonus in game programming specifics as well.

2.You need to know the mechanics of games.

A game-loop is a function/method or region of code in your program that constantly loops and executes your game, game logic, game functions, animation, artificial intelligence, input and output, graphics, etc. Anything you want, but without a loop it would be nothing.

What I'm trying to say is that in order to accomplish making a game, you are really going to be urged to know how games work, and the best practices on how to get certain tasks done. To make a game you will need something to provide a graphical window (mostly graphic - though games can be made through text-only interfaces), and there are things called libraries that do that for you.
Some languages (like Java) come with that stuff, and others (like C++) do not by default. You need to set up these libraries and link them with your program code, bind them together, and the result is executed through the windowed interface.

The more you know about games, how objects in games work, and how you can implement the methods of how to code these things, the faster, better, and more smarter programmer you'll be.

Mario in Mario Bros. moves left and right on a 2-D dimensional axis(same as Luigi and all the other characters).
You implement x-coordinate axis positioning on a screen, and update the window repeatedly in your game-loop code to keep Mario's position "repainting" itself on the screen. As easy as following those basic levels of logic you're already on a good track.

3.Learn to observe more, analyze details more, and use the tools you have, or make your own, to accomplish in-game statistics.

You should never let a good old array go to waste. Learning data types are essential, but knowing how to use them in all the right places is what puts the icing on the cake. Think about the things you want your game to do, and know how you can transition those ideas into a real working executable program on your display. If I want Mario to simply move left and right, I'd learn what left and right means - and then I'd learn how to implement an x (or left and right) axis to increment or decrement values necessary to adjust an image's position on the screen, and take all the necessary steps to get it right how I want it.

I can't stress this enough - learn the basics, learn how things work, and then do them as best you can.

-> http://en.wikipedia.org/wiki/Game_programming

#1Pointer2APointer

Posted 26 September 2012 - 01:41 PM

When I was at your stage, the thing that eased me into, let's say, "real programming" from scratch was GameMaker:

http://www.yoyogames.com/gamemaker/studio

Believe it or not, there was one point where I knew absolutely nothing - not a clue on how computers worked from square one.

Programming is writing instructions that perform actions, in the simplest sense.

GameMaker can be witnessed as real programming - it just helps you get the job done way easier than without most of the tasks done for you.

One day I just decided to find out what programming really is, how computers really work ... and I did.

My first ever language learned was, believe it or not, as a total beginner (excluding some GML), C++, bare bones. Yes.

It was so complicated at first, but after months passed, it was like a newly spoken language.

You can start programming from any level or step, so long as it's not so advanced you'd be lost as to where to start observing.

For example, a typical computer-user with absolutely no programming skills or knowledge would be hopeless trying to analyze an Assembly language(low-level programming language).

But a beginner can start with C, C++, Java, etc. It depends on which one suits you best.

But here are some things you need to know, and that will make everything so much easier for you, from my experience:

1.You have to know how a programming language works, the basics of how computer hardware works, and know what and how you can do certain things in that language before pursuing game programming.

I'm not trying to shun anyone from programming here, but knowing proper language syntax, rules, data types like arrays, vectors, characters, linked lists, pointers, etc., are all a major bonus in programming, and the best part is - they are also a bonus in game programming specifics as well.

2.You need to know the mechanics of games.

A game-loop is a function/method or region of code in your program that constantly loops and executes your game, game logic, game functions, animation, artificial intelligence, input and output, graphics, etc. Anything you want, but without a loop it would be nothing.

What I'm trying to say is that in order to accomplish making a game, you are really going to be urged to know how games work, and the best practices on how to get certain tasks done. To make a game you will need something to provide a graphical window (mostly graphic - though games can be made through text-only interfaces), and there are things called libraries that do that for you.
Some languages (like Java) come with that stuff, and others (like C++) do not by default. You need to set up these libraries and link them with your program code, bind them together, and the result is executed through the windowed interface.

The more you know about games, how objects in games work, and how you can implement the methods of how to code these things, the faster, better, and more smarter programmer you'll be.

Mario in Mario Bros. moves left and right on a 2-D dimensional axis(same as Luigi and all the other characters).
You implement x-coordinate axis positioning on a screen, and update the window repeatedly in your game-loop code to keep Mario's position "repainting" itself on the screen. As easy as following those basic levels of logic you're already on a good track.

3.Learn to observe more, analyze details more, and use the tools you have, or make your own, to accomplish in-game statistics.

You should never let a good old array go to waste. Learning data types are essential, but knowing how to use them in all the right places is what puts the icing on the cake. Think about the things you want your game to do, and know how you can transition those ideas into a real working executable program on your display. If I want Mario to simply move left and right, I'd learn what left and right means - and then I'd learn how to implement an x (or left and right) axis to increment or decrement values necessary to adjust an image's position on the screen, and take all the necessary steps to get it right how I want it.

I can't stress this enough - learn the basics, learn how things work, and then do them as best you can.

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