Jump to content

  • Log In with Google      Sign In   
  • Create Account


Racoonacoon

Member Since 29 Jun 2009
Offline Last Active Jan 07 2014 10:06 AM

Posts I've Made

In Topic: Didgery

15 October 2013 - 03:21 PM

Thanks guys!


In Topic: Official Trailer and Closed Beta Signups for "Postmortem", Free Indie...

02 July 2013 - 11:26 AM

Wow, the concept of this game is totally unique and new to me. I think I might have to sign up :)


In Topic: DX11 - Vertex To Pixel Shaders - Return Types

24 May 2013 - 02:29 PM

Hey Migi0027,

 

The semantic does exist. It exists for the pixel shader.

You could write the pixel shader like this if you wanted:

float4 PShader(float4 color : COLOR) : SV_TARGET
{
    return color;
} 

 

The SV_POSITION semantic exists for the non-programmable rasterization stage.


In Topic: i want to make games for people to be happy but don't know how

23 May 2013 - 10:26 AM

Hiya Ckosmoe!

I started getting into game development when I was 14 too! I remember I didn't have internet at the time, so I would go to the library and browse various game dev websites and forums on their blazing fast 56Kbps modem smile.png Anyway, as others have said, there is a good bit to game development, but if you take your time and enjoy the process everything will fall into place. The best place to start, imo, is by using some sort of game engine. For me it was RPGToolkit 2.0. A game engine will help you understand the whole picture more clearly and allow you to actually gain the experience of developing games without being burdened by a whole bunch of technicalities. At least, that's how things worked out for me. I think I was in seventh grade when I finished my first game with RPGToolkit. It involved my English Teacher trying to take over the world, and you had to defeat her via a turn-based RPG battle system. It was full of in-jokes, badly photoshopped images, and very simple graphics, and it was an absolute blast to make.

That was ten years ago, so I'm not really sure if RPGToolkit has kept up with the times. You may want to check out GameMaker if RPGToolkit doesn't work out for you. Just remember: Take your time, read/watch many tutorials, and enjoy yourself.

As far as a career path, you have a fairly wide range of choices when it comes to actually making money and supporting your future self. A few people here seemed to assume work at a traditional game studio, but it is also possible to develop games as an independent (indie.) Given that you want to design, compose, and draw your own game, the indie route may be more of what you are after. As an indie you come up with the ideas and you develop the game from start to finish. It's much more flavorful, if you will, because you get to do everything. You design for a while, and the program for a while, and then draw for a bit, and then do some sound design, etc. It is very difficult for life to become dull when you are a true indie. You can also take on work as a Freelancer and work from home...that's what I ended up doing. There are many clients on oDesk and Elance that need a game engineer who knows their stuff. You often don't need a college degree when you work as Freelancer either. As long as you have a portfolio that displays your awesome skillz you have a very good chance of landing a well-paying job.

Best of luck!

In Topic: BEGINNER: Issues rendering a textured quad primitive and textured meshes at t...

04 May 2013 - 03:43 PM

Hiya shadowbreaker,

 

I'm not all that familiar with the fixed-function pipeline of DirectX 9, so I can't offer much assistance on the issue you are having. What I would like to ask though, is why you are beginning your foray into DirectX with DirectX9, and futhermore, why you chose to use the fixed-function pipeline. The fixed-function pipeline is going the way of the dinosaur (one may argue that it is there already) so it likely not the best investment of your time to learn it. Furthermore  there are a great number of differences between DirectX9 and 10/11, so you will have to do a good deal of relearning if you want to move to the newest stuff.

 

Perhaps your goal is to learn the fixed-function pipeline for experience sake and then move on, and if so, then have fun! But you also said you are just beginning, which makes me wonder if you are accidentally starting down a potentially wrong path that will sap you of the time you could be spending learning the better way of doing things.


PARTNERS