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free for commercial use programming language?


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#1 Zxdeiy   Members   -  Reputation: 100

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Posted 09 April 2011 - 07:54 AM

Hello

I have been working alot with game maker pro, however for the last year i have been working on a 250 page long game design document along with my team and we all feel that this time our needs would be better
catered for if we worked on coding our own engine. We would like to learn a programming languge that is free for commercial use.
Any suggestion would be great

Thanks

Dave




P.S i just realized that i posted this in the beginers section and i dont know how to move it sorry :unsure:

Edited by Zxdeiy, 09 April 2011 - 08:02 AM.


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#2 CableGuy   Members   -  Reputation: 861

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Posted 09 April 2011 - 08:14 AM

AFAIK there is no such thing as a proprietary languages only proprietary compilers.
So any free compiler will do the job, I can personally recommend Visual Studio which supports C++, C#, VB.

#3 Zxdeiy   Members   -  Reputation: 100

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Posted 09 April 2011 - 08:19 AM

Visual Studio which supports C++, C#, VB.


Ok i will have a look at that thanks

Just looked it up Visual Studio seams very expensive do you happen to know of a less pricey option?

#4 CableGuy   Members   -  Reputation: 861

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Posted 09 April 2011 - 08:25 AM

The express version is free.

#5 Zxdeiy   Members   -  Reputation: 100

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Posted 09 April 2011 - 08:42 AM

The express version is free.


Thanks just started downloading it sounds like just what we need :rolleyes:

#6 MeshGearFox   Members   -  Reputation: 158

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Posted 09 April 2011 - 01:51 PM

however for the last year i have been working on a 250 page long game design document


Don't do that.



#7 TheTroll   Members   -  Reputation: 882

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Posted 09 April 2011 - 06:38 PM

however for the last year i have been working on a 250 page long game design document


Don't do that.



Why? A good design document is like gold in the dev world, Normally we end up with about a 1/4 of a design and a floating target. Anyone willing to lay out the plan should be commended, not told not to do it.

#8 GothSeiDank   Members   -  Reputation: 156

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Posted 09 April 2011 - 07:10 PM


The express version is free.


Thanks just started downloading it sounds like just what we need :rolleyes:


You also want to have a look at https://github.com/ for sharing the source code in your team.
There are also some free svn hubs, which allow closed source development.
If you say "pls", because it is shorter than "please", I will say "no", because it is shorter than "yes"
http://nightlight2d.de/

#9 Promit   Moderators   -  Reputation: 6337

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Posted 09 April 2011 - 08:44 PM

Why? A good design document is like gold in the dev world, Normally we end up with about a 1/4 of a design and a floating target. Anyone willing to lay out the plan should be commended, not told not to do it.

A good design document is garbage*, and a quarter of one is probably an eighth more than you should've written. Prototype, don't design.

* Do not try to extend this advice to large budget large team titles. Speaking for indies only.

#10 MeshGearFox   Members   -  Reputation: 158

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Posted 09 April 2011 - 09:26 PM


however for the last year i have been working on a 250 page long game design document


Don't do that.



Why? A good design document is like gold in the dev world, Normally we end up with about a 1/4 of a design and a floating target. Anyone willing to lay out the plan should be commended, not told not to do it.


1. If you actually need 250 pages to describe your idea, you don't have an idea.


2. If you're trying to just write out every single aspect of your story/level design/whatever, there's no real need to do that.

3. Every second you spend working on your monolithic game design document is a second you're not actually working on your game.



#11 mhagain   Crossbones+   -  Reputation: 7604

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Posted 10 April 2011 - 05:36 AM

I'd add: (4) things might change subtly (or not so subtly) as you actually get to doing your game and find that some stuff is not working out well. You may be putting a lot of investment into a design that you'll need to throw away (and you might be reluctant to do so on account of that investment).

An "overall direction" document may be of more benefit. Just 3-4 paragraphs work on each of the major features and how you see it working, and a paragraph or two on the theme/look/feel of each level. Should be enough to ensure that everyone is working from the same basic assumptions but yet give you plenty of room to adjust, refine or discard specific things as the game builds up.

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.





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