different way of learning
#2 Members - Reputation: 754
Posted 29 October 2012 - 05:59 PM
If books, tutorials and videos are not working for you, try knowledge suppositories.
Edited by EddieV223, 29 October 2012 - 06:01 PM.
If this post was helpful and/or constructive please give rep.
SFML2.0 Download http://www.sfml-dev.org/download.php
SFML2.0 Tutorials http://www.sfml-dev.org/tutorials/2.0/
#5 Crossbones+ - Reputation: 3419
Posted 29 October 2012 - 06:48 PM
Beginner in Game Development? Read here.
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
If you have found any of the posts helpful, please show your appreciation by clicking the up arrow on those posts ![]()
#7 Crossbones+ - Reputation: 3419
Posted 29 October 2012 - 06:52 PM
Beginner in Game Development? Read here.
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
If you have found any of the posts helpful, please show your appreciation by clicking the up arrow on those posts ![]()
#8 Marketplace Seller - Reputation: 9304
Posted 29 October 2012 - 06:59 PM
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#10 Members - Reputation: 922
Posted 29 October 2012 - 07:22 PM
It's not even to "copy working code" - You're bound to find the explanation written out somewhere. If you use the MSDN, you'll at least find a boring but accurate description of methods and their uses, too. The education catalog has pretty well-documented samples that explain what happens in each block and why it's necessary.
Programming is about understanding new concepts, not simply picking up a new command to use. It does take time and a lot of re-reading - Days or weeks in some cases. It happens to us all, and you might feel like you're not getting anywhere, but you will.
Since the thread is already up, do you want to post a couple examples of things that you're having trouble with?
Edited by Haps, 29 October 2012 - 07:39 PM.
#11 Crossbones+ - Reputation: 1389
Posted 29 October 2012 - 07:47 PM
The only way I'm learning good programming habits is to code. I'm slowly figuring out where to apply the single responsibility principle, how encapsulation should be implemented, good design patterns / principles, etc. The only way to actually understand a subject is to rigorously practice in the subject.
Here's Breakout:
Breakout!
If you need some photo editing done, contact me:
superman3275@gmail.com
if you want some programming help, or are recruiting for a game development team, either PM me on here or email me up there
#12 Members - Reputation: 264
Posted 29 October 2012 - 08:06 PM
[source lang="csharp"] protected override void Initialize() { // TODO: Add your initialization logic here KeyboardState state = Keyboard.GetState(); if (state.IsKeyDown(Keys.Up)) { paddle1Pos.Y -= 3; } if (state.IsKeyDown(Keys.Down)) { paddle1Pos.Y += 3; } base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here ball = Content.Load<Texture2D>("ball"); paddle = Content.Load<Texture2D>("paddle"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { int minY = 0; int minX = 0; int maxY = 600 - ball.Height; int maxX = 1000 - ball.Width; // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here ballPos += ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; if (ballPos.X > maxX) { ballPos.X = maxX; ballSpeed.X *= -1; } if (ballPos.X < minX) { ballSpeed.X *= -1; ballPos.X = minX; } if (ballPos.Y < minY) { ballPos.Y = minY; ballSpeed.Y *= -1; } if (ballPos.Y > maxY) { ballPos.Y = maxY; ballSpeed.Y *= -1; } Rectangle paddle1Rect = new Rectangle((int)paddle1Pos.X, (int)paddle1Pos.Y, paddle.Width, paddle.Height); Rectangle ballRect = new Rectangle((int)ballPos.X, (int)ballPos.Y, ball.Width, ball.Height); if (ballRect.Intersects(paddle1Rect)) { ballSpeed *= -1; } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.White); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(paddle, paddle1Pos, Color.White); spriteBatch.Draw(ball, ballPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }}[/source]
#15 Crossbones+ - Reputation: 5345
Posted 29 October 2012 - 08:15 PM
[EDIT]
I idled for a while before replying.
[/EDIT]
L. Spiro
Edited by L. Spiro, 29 October 2012 - 08:16 PM.
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
#17 Crossbones+ - Reputation: 3419
Posted 30 October 2012 - 12:22 AM
EDIT: Here we go.
- Pong
- Breakout
- Space Invaders (credit to GearSlayer360)
- Missile Command
- Asteroids
- Tetris
- Pac-Man
- Tic-Tac-Toe (credit to 3Ddreamer)
- ????
- Make Money
Edited by Alpha_ProgDes, 30 October 2012 - 12:24 AM.
Beginner in Game Development? Read here.
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
If you have found any of the posts helpful, please show your appreciation by clicking the up arrow on those posts ![]()
#18 Members - Reputation: 264
Posted 30 October 2012 - 01:19 AM
#19 Members - Reputation: 675
Posted 30 October 2012 - 04:20 AM
and lets not forget the actual process of shooting a bullet which i never understood
I don't consider this a programing or api knowledge problem. I see this as an imagination problem. It's just like a puzzle, but harder one. You have certain elements( types like float, int, in xna case also Vectors, containers like lists, you can create your own classes and structers), only thing is to think of how to combine this pieces of puzzle into whole.
As I always suggest, piece of paper is your best friend. Draw your problem (in case of shooting you got a plane/vehicle and a bullet). Write what defines a plane and what defines a bullet(position, velocity etc.). Draw some vectors (for instance, from plane in shoting direction). Search for relations, experiment. If you won't try you won't accomplish a thing
The most importan thing of all is to never give up
I learned basics of xna from http://rbwhitaker.wikidot.com/xna-tutorials , maybe it will help you too ;)
#20 Crossbones+ - Reputation: 1243
Posted 30 October 2012 - 10:24 AM
But the comment above initialise would have when the game1.cs file is generated. Have a look at the comments above the functions in the main game class after creating a new XNA game from the wizards. They say when and how often they are executed also the //TODO comments kind mention what you should do in them.I managed to make a pong game but with no ai. Where do i go from there?






