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Member Since 23 Apr 2001
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#5160106 Tips for a Beginner

Posted by on 12 June 2014 - 12:46 PM

You're definitely good on timing.  Try it for yourself, for fun, and see how you do.  Just the usual two important things:


1.  Start simple!  Make a number guessing game.  A pong game.  Whatever.  But definitely start small.

2.  Know that it will take a while.  You can learn a programming language like C++ as most people do but you can also make games with game making programs where you don't even need to code.  (The tradeoff is that you have less control over things but usually this is ok for beginners.)


Look around this site for beginner articles and it's also worth starting here:


#5160104 how do I create a small multiplayer game?

Posted by on 12 June 2014 - 12:37 PM

I'd look into RakNet.  It's much simpler and free to use.

#5143545 My art and concepts

Posted by on 31 March 2014 - 01:35 PM

Very impressive

#5143543 Construct 2 experience?

Posted by on 31 March 2014 - 01:31 PM

I gave up on it very shortly after I tried it.  I tried to make a platformer and the character couldn't jump half the time while it was on a platform moving down (as I'm sure the system detected that it was in the air, even if it looked like it was just standing on the platform).  It also got glitchy when you tried to mix in physics with the character controller.  This could easily involve some lack of knowledge on my part but it wasn't a very encouraging start.

#5128535 Best tile size for 800x600 game

Posted by on 03 February 2014 - 02:57 PM

According to their monthly survey, a third of all Steam users use 1920x1080 (increasing).  Second is 1366x768 with 23.87% (increasing at half the rate).  Whatever resolution you pick, make sure your support for those two is strong.  I would personally use the first and scale down from there.  Tile size, as everyone else is saying, is less of an issue.  You can quickly make a mockup screen for each scenario (check this out as an example).

#5122691 Better sword combat in my 2D platformer

Posted by on 10 January 2014 - 02:43 PM

I suggest watching some Guacamelee gameplay videos.  It's not swordfighting but it will give you a good idea on how decent animated 2D fighting looks.  Notice that almost the entire frame changes every time.  Dragon's Crown is another good example (here's the Fighter video, with sword).  I know you don't have a team of artists at your command so you can only do so much but the more you animate properly, the better the game will feel, automatically.  Also keep things in mind like characters being pushed back a little from damage and damage effects (like what Street Fighter also does).


Also, there are some decent animation tutorials on line if you're interested.  Stuff like this.  Google around to get some tips.

#5098098 [Solved] Crossroad. HGE or SDL?

Posted by on 01 October 2013 - 11:19 AM

So you know, you don't need to know 3D math to create 3D games.  Many engines like Leadwerks, Esenthel, Irrlicht, etc. don't require it and have functions to make your life easier (like calculating the distance between two 3D points for you via a simple function).

#5083671 I want to learn 3D fundamentals for using 3D engines

Posted by on 06 August 2013 - 04:00 PM

If your goal is really just to use graphics engines then I think you're doing more than you need to.  For example, I use Leadwerks.  Check out sample C++ code here which shows how to set up a scene, load a model and display it.  If you understand that then you can make 3D games with it.  Other engines are similar.

#5071177 How on earth do I start a game?!

Posted by on 19 June 2013 - 11:46 AM

To be honest, you don't even need a language to start. There are good game makers out there like Construct 2 where you can start off with just changing settings and only later adding code whenever you feel it necessary.


That said, feel free to learn a language (I would suggest C++) if you really do have a lot of time on your hands.

#5051871 How are levels ACTUALLY made?

Posted by on 10 April 2013 - 11:35 AM

The Guide to Implementing 2D Platformers

#5015672 How many levels is enough?

Posted by on 30 December 2012 - 01:19 AM

It's a tricky balance but I think the safest bet is to look at other games in your genre and price bracket and see how long their gameplay is, if you can.  People will naturally compare your games to others so it's good to know how yours stacks up anyway.

#5014955 How easy is it to collaborate on a game remotely?

Posted by on 27 December 2012 - 09:02 PM

One very specific example of group failure is Hero6.  They were around for many years but they never finished their game, despite people's best intentions.  They accepted members from all over the place and they all lost interest over time.

#5011178 Game from Scratch ? C++

Posted by on 15 December 2012 - 11:33 PM

That depends. A random number guessing game is just a few lines of code and doesn't require intricate knowledge of a programming language.

#5008197 Space game ideas

Posted by on 07 December 2012 - 01:10 PM

This game has been made before and it was every bit as awesome as you think it would be.

Star Control 2

That should answer all your questions.

Exactly this.

#5007920 Being Immortal, Can it be Fun?

Posted by on 06 December 2012 - 05:22 PM

Don't forget kryptonite!