Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 15 Sep 2006
Offline Last Active Yesterday, 10:49 AM

#5293418 Best Programming Language for Simple Multiplayer Sport Simulation Game

Posted by Serapth on 25 May 2016 - 12:52 PM

Funny, after the last two comments, I guess I'm playing devils advocate.  In my many years as a professional programmer, I can't say there are many "real world" (AKA, not Brainf*ck) programming languages that are popular while being truly awful.  Frankly there are two, IMHO.

  • Objective C
  • PHP

PHP rose to prominence simply because it was free and part of a free stack of technologies (LAMP) at a time when alternatives like Coldfusion, JSP and ASP.NET, could have thousands of dollar price tags.  PHP wasn't popular because it was good, simply because it was free.  Now years later it only exists because of the massive amount of legacy code that has been written on top of PHP due to it's early traction.  Point blank, it's still a terrible programming language.


In this day and age, there are so many good free options that are also powered by good or mostly good programming languages.  Node/JavaScript are strong front runners, Ruby was super popular with Rails, although Node really bit into that developer base.  Simply put, there are so many better choices to start with today than PHP... please, just dont.

#5292292 New to Game Development, and don't know where to start.

Posted by Serapth on 18 May 2016 - 09:35 AM


#5290080 I'm really new in this

Posted by Serapth on 04 May 2016 - 10:24 AM

For sound effects, FMod is perhaps the most popular commercial game audio solution (it or wwise).  Recently they launched FMod.io which you can see in action in this video.  The cool thing about fmod.io is its a massive collection of royalty free audio effects for like a buck a piece.  Best part is, you get 50 free to start.  For many games, 50 is more than enough.

#5289741 Just need some start advice...

Posted by Serapth on 02 May 2016 - 08:52 AM

Truth of the matter is your next step is to just jump in.  You will quickly learn what you need to know as you encounter it.  Experience is as always, the best teacher.


If you are looking for projects to start with (and what you will learn from them) try this list.  If you are happy with Construct and Unity, stick with them, nothing wrong with either engine.  If you want to switch, I've done a review of several of the most popular game engines, although switching generally isn't in your best interest.  Learning a little about a lot of things can bite you in the ass, a bit of focus is your friend early on.  


As to art assets, many people start with kenny.nl or opengameart.  The second is a great resource, but I really wish it was curated better.  You just end up wasting so much time on garbage, which is frustrating.

#5275479 I want to learn all about game development on Unreal Engine 4 ?

Posted by Serapth on 12 February 2016 - 06:17 PM

Probably not for absolute beginners, but this is about as beginner friendly a tutorial series as you will find.  It covers creating a 2D game in Unreal Engine using Blueprints.


In some ways, UE4 via blueprints might actually be a decent way of learning to program.  But learning programming AND UE4 and Gamedev all at once, that's asking a lot of yourself.

#5267223 I have no experience AT ALL

Posted by Serapth on 20 December 2015 - 03:48 PM

bisjac you might get banned for what you said... you should be able to take all types of advice not just those that agree with you.  Some people just focus on being realistic when helping people, and an MMO is a lofty goal.  Work hard and build a team that should allow you to reach your goal.  After learning the basics of c++, learn about the game loop (http://gameprogrammingpatterns.com/game-loop.html ), game states, and getting player input.  Your second project should be a networked 2 player pong.


edit - you should also take a look at using an engine... in your case unreal engine 4


He wont get banned, I have never seen that type of response from the excellent moderation here.  His thread locked?  Possibly, but that's even doubtful.


Completely ignored by people who might otherwise help him in the future?  Most certainly.

#5267222 I have no experience AT ALL

Posted by Serapth on 20 December 2015 - 03:46 PM

I'm still not going to listen to someone telling me to learn a different language.  It's not going to save me money, and it's definitely not going to save me time.  

/sigh.  Maybe learn a bit before making statements like this.

#5267221 I have no experience AT ALL

Posted by Serapth on 20 December 2015 - 03:45 PM

Thanks for the more negative feedback.  Clearly, this isn't the place for beginners.  

Like I already mentioned, I don't have any intentions of being able to create the game that I really want to.  But I still want to learn C++ regardless.


No, you are just looking for an echo chamber.  Instead you got a pragmatic and honest community.  Perhaps in time you will come to appreciate how valuable that actually is.  Although more likely you will continue down the road you are one, get burned out and give up on programming completely...


By the way, downvoting people for saying things you don't want to hear... that is bad form.

#5267176 question about the beginning in the development of Games

Posted by Serapth on 20 December 2015 - 12:07 PM

I'm biased of course, but i'd recommend starting here.


Mostly it's a matter of picking a language, picking a library and jumping in.  Try, fail, try, fail, try, fail, google, google, try, succeed, repeat.


Good luck.

#5267168 Creating own 2D game engine from scratch - howto

Posted by Serapth on 20 December 2015 - 11:24 AM

You could argue that points 1, 3 and 4 are all the same and that point two is an example of Not-Made-Here Syndrome.

I agree that 1 and 3 have a lot of overlap.
I don't agree that 4 necessarily has a lot of overlap with the others -- I can find something fun/interesting without wanting to use it as a learning tool (although learning would happen as a by-product).
For 2 I definitely disagree. There are certainly cases where e.g. Unity is not the best option. Examples here would include games where other engines/frameworks are better suited (RPGMaker springs to mind), or cases which are outside the normal use case of Unity's target demographic -- high-end titles, benchmarking applications, etc.
That isn't to say that 2 doesn't lend itself to the kind of thinking you mentioned, I just don't think it disqualifies it from being valid in some cases.
It should be noted that for indies and smaller companies, point 2 might not be hugely relevant.

Well with 2 it's a challenge specifically for 2d games because of well mostly semantics. In many cases not using an engine at all is a viable option but again that's a semantic point as you'd still be building on the shoulders of giants. Is SFML or SDL an engine for example. What about LibGDX, Snowkit or Flixel.

I'm actually of the belief that large engines like Unity or Unreal are TERRIBLE choices for most 2d games but that of course is a conversation for a different thread.

#5267164 C++ Webpage inside a program

Posted by Serapth on 20 December 2015 - 11:02 AM

I can't seem to get it to work with CodeBlocks which is really annoying.


I can't seem to get it to work with CodeBlocks which is really annoying.


In this day and age with Visual Studio being free, while Qt Creator is available on all major platforms and CLion is a commercial option, I simply don't get why anyone would choose Code::Blocks at this point.


That said, getting almost any non-trivial C++ library to work with any compiler is almost always annoying, it's certainly not unique to codeblocks.  A build system from the 60s isn't fun...

#5267163 Creating own 2D game engine from scratch - howto

Posted by Serapth on 20 December 2015 - 10:59 AM


Honestly there aren't many reasons to create a 2D engine.

I have to agree for the most part with this, but on the other hand, some reasons do exist, including (but probably not limited to!):


- As a learning experience -- either for the entire "make an engine" part, or for sub-parts where an engine would prevent you from doing so (e.g. if you want to learn graphics programming and OpenGL, Unity wouldn't be a good fit -- although other, smaller, frameworks might be suited in this case).

- Because what you're wanting to make is so highly specific that a huge engine wouldn't give you a lot of benefit, or in some cases even be a detriment.

- As a way to gain knowledge on how game engines are made (compared to on how games are made using engines).

- Because you find it interesting and/or fun.



You could argue that points 1, 3 and 4 are all the same and that point two is an example of Not-Made-Here Syndrome.


Not that I disagree with you in the least, I just think your list could have been:

  • because you would find it fun or informative

#5267162 I have no experience AT ALL

Posted by Serapth on 20 December 2015 - 10:56 AM

I only chose C++ because I saw that more high end games use it.  And if I'm going to learn anything, I'm just going to go with the best of the best.  I know it can take many years, but I would like to learn C++.  I'm willing to devote most of my time and effort into doing so.  I just have no idea where to start.  I may purchase a book if I have to, but I thought I'd start here.


The pros drive 1000+ horsepower, 18,000RPM formula 1 cars, but would you learn to drive using one?

#5266515 A Good Game Engine?

Posted by Serapth on 15 December 2015 - 12:02 PM

Generally, minor updates in UE4 don't break anything. That being, updates for example from 4.8.1, 4.8.2, 4.8.3. Updating from 4.8 to 4.9 can be considered kind of major. I'm using a fair few of the features of the engine and the only breakage i've ever had is in experimental features (realtime dynamic GI) that i shouldn't really be using in production yet anyway.


This is true EXCEPT for 2D.  The 2D api is very much a work in progress and breaks quite a bit between releases.  That said, it's also not all that great and I would recommend using a different engine for 2D games, at least for now.



On the topic of other engines, over the past year+, I've been slowly reviewing all of them.  About 20 down, 400,000 to go.  Joking aside, it's a pretty in-depth look at many of the most popular engines available today.

#5265276 Beginner programming books for autistic kids

Posted by Serapth on 07 December 2015 - 10:35 AM

To be honest, I think the original request was complete BS and simply fishing for a discount.  I tend to find the type of people that organize events such as a toy drive, have mastered the rudiments of the English language.



To the actual question at hand, as the father of an autistic child, the answer is... it depends on the child.  As a general rule, those on the spectrum enjoy structure to a greater degree than those off the spectrum.  This applies to both tasks (programming is a good fit as a result) and layout of the book itself.