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Member Since 05 Oct 2010
Offline Last Active Jun 12 2014 10:17 PM

#5028003 I think I'm ready to start....but....where?

Posted by on 01 February 2013 - 07:45 PM

One thing I want to say is, if your goal is to make a game, going the OpenGL is going to waste a ton of time. I mean years, if you want to have anything half decent. If you want to do it as a learning experience, then yeah, definitely go for it, but if you mainly want to actually create a game, then use an engine.

#5019330 Hey i'd like some knowledge

Posted by on 08 January 2013 - 08:48 PM

Well there's quite a lot of things to say about this, but I'll give a quick intro.


First, you have to chose a language to program in. There are many, including Java, C++, C#, Python, etc etc etc. Each language may be better at doing some things and worst at doing others. Generally, the ones I listed are pretty good all around languages. My recommendation? C#.


Next up, you need to get an IDE aka Integrated Development Environment. Inside the IDE you write your code, you can compile your code into executable files, and it provides various tools that help you program. Alternatively, you could just code in Notepad, and use a compiler. Compilers take your code, process it, and turn it into something that your computer can understand. They produce executables. 


Generally, you're better off using an IDE, as it provides this feature, and many more. For C++ and C#, the industry standard is Microsoft Visual Studio. Visual Studio Express is free to use for whatever you need (including commercial projects), however it's missing a few features. As a beginner, you will not need any of the missing features.


Alright, so you downloaded the IDE. Now you will code here for a while. You will create console applications. These are entirely text based applications, that get you used to programming. When starting, you'll probably code a basic calculator, maybe a text based game, or even tic tac toe. 


Once you got comfortable enough with console applications (You've went through a few books, done many practice exercises), you'll want to move into graphics. There are many options here. 


You could code directly in DirectX or OpenGL. These are very low level, and not recommended for actually producing games with, though they make great learning exercises. 


You could grab a framework, or graphics library, that just makes displaying graphics on screen a lot easier. For C#, XNA is great. C++ has SFML, and Python has Pygame. I would stay away from Java.


Or, you could grab a game engine like Unity or UDK. Game engines provide a lot of tools right out of the box, for example physics engine, particle engine, post processing effects, etc. Its generally recommended for beginners to start off with something like XNA, and then move on to using a game engine, as you'll learn a lot more and your code will be better.

#5016485 Blender as support in commercial game creation

Posted by on 01 January 2013 - 04:22 PM

Thousands of dollars, plus highly unethical. Do NOT do that.

#5015240 Blender as support in commercial game creation

Posted by on 28 December 2012 - 06:24 PM

You can use blender for commercial projects just fine. There is no law like the one you mention. Some software does have licenses that may require you to do that. This is on a software by software basis though, and blender has no such clause.

#5014202 Unity, yes or no?

Posted by on 25 December 2012 - 12:57 PM

Many reasons, one of the more important ones being there is a $100 000 maximum annual income limit with the free version. Make more then that, and you have to buy pro. Also, since its the same download for both free and pro, having you log in is their way of telling whether you should have access to pro features or not.


There are other things, like access to the asset store, though you could argue that it should only require you to log in if you actually try to access it.



It's also a convenience feature. By having you log in, it can figure out all the licenses you have access too. Buy a new license for android? No problem, just restart Unity, and it will be there.

#4978198 How To Continue?

Posted by on 09 September 2012 - 01:12 AM

SFML is a lot easier to get into. I'd try that. Years ago I had some difficulty with SDL but I picked up SFML right away.

#4974632 DirectX or SFML or SDL? c++

Posted by on 29 August 2012 - 07:41 PM

I also recommend SFML. A few years back I had to choose between SDL and SFML. Tried both and found SFML a lot easier to get started with. From what I remember you had to write a whole bunch of lines of code just to get SDL running, where as SFML only needed a few. I also found SFML to be more clean and organized, and generally a lot easier to understand.

Now in regards to DirectX, whether you should use it depends on what your goals are. Do you want to make games, or do you want to understand every little thing that goes on behind the scenes. If you want to make games, I don't recommend DirectX as it will take you too long to get anything done. Pick an engine like unity, or a library like Ogre3D if you just want to make 3d games. Your knowledge from SFML will transfer over quite nicely.

#4964972 first time game design, which language would you recommend?

Posted by on 31 July 2012 - 01:54 PM

Meh, I started programming in Pascal when I was 10, so I think going for something like GameMaker when your end goal is to program real games (here we go, what is a real game?) is a waste of time. it's really not that hard to get started.

My recommendation? Read some C# books, and do many practice problems. After a few months of this, dive into XNA. Make a few basic games, Tic Tac Toe, Asteroids, Snake, Invaders, Pacman etc. This should take another couple of months. Maybe overall a year or so. Finally if you want to drastically improve your development time, start using a game engine, eg Unity.

#4964712 New Android Developer - Target API

Posted by on 30 July 2012 - 10:49 PM


I'd target 2.2 and up since that's the first version the supports OpenGL ES 2.0. Also I think the incompatibility issues are greatly exaggerated by the previous user.

#4937818 Game Engine from Scratch...Why?

Posted by on 06 May 2012 - 11:33 AM

Until recently I also had the same mindset, I wanted to code everything from scratch. I think it was just so that I could say "Yeah I coded this game myself." and using an engine seemed like cheating to me. Then I picked up Unity. Its the first engine I've used and I'm definitely enjoying programming a lot more right now. I can get things done much faster by writing a lot less code.

#4937817 Kids Summer Camps ?

Posted by on 06 May 2012 - 11:25 AM

Both options teach 2d game creation using Multimedia fusion. Option 1 also goes into Photoshop and Illustrator (2d graphic design software) where as Option 2 goes into 3d game creation. Depends on what he wants to learn.

I'm unfamiliar with Multimedia Fusion and Platinum Arts Sandbox, but they both look like game making software. He most likely won't learn much / any programming in these classes, but it could be a fun introduction to things he could learn later. Starting off with C#, he will spend much time just writing console applications (text based) which may not be that fun for a young programmer.

That said, if the end goal is to learn how to create games in a real programming language, something that could help him land a job later on then forget about these and start going through C# tutorials. A good compiler is Visual Studio C# express.

I'm a little torn on the next step he should take. On the one hand there's XNA which is a bit lower level and will teach him more stuff. Plus it seems to be easier to go 2d. On the other hand there's Unity3D which is easier to use because it provides a lot of stuff right out of the box, but its mainly geared towards 3d game development which adds an extra degree of complexity. You can create 2d games but it's not ideal.

At this point he'll have enough knowledge to decide by himself what steps he should take next. Both XNA and Unity will allow him to create almost any game he could think of (of course within hardware limitations),

#4936590 Looking for Directions

Posted by on 01 May 2012 - 05:34 PM

Liberty Basic? I would go with something that's more popular. C# or Python are probably your best bet.

#4934190 Starting a team as a Game Designer?

Posted by on 23 April 2012 - 12:38 PM

I think it would be a very good idea for you to also learn some programming. It will help you better communicate with programmers on future projects. Nothing too crazy, just the basics, so that you understand how everything works. Variables, control flow, functions, classes, OOP etc. You could go through all of this within a few days. You won't be great at it, but you will have a general understanding. Plus, it will be easier to mod games.

#4934161 Starting a team as a Game Designer?

Posted by on 23 April 2012 - 11:07 AM

W3 came with a fairly powerful visual "programming" tool, so you don't actually need to code.

RPG Maker is a famous editor, though paid. Years ago I messed around with one called RPG Toolkit. It was free, and seemed to work pretty well.

#4934133 Starting a team as a Game Designer?

Posted by on 23 April 2012 - 09:51 AM

Don't create maps for games, create mods for games. Take something like Warcraft 3, an RTS. A mod would be DOTA. DOTA is totally different from the standard W3 gameplay, yet it was made entirely using the W3 graphics and logic. DOTA has turned out to be so popular that Valve hired the developers, and as I understand it they are now working on a standalone DOTA game.

Tower defense games also started of as SC and W3 mods.

Wasn't Counter Strike a mod of Half Life?

You want to create an RPG? Use an RPG maker to do it. No programming required. If you don't want to create your own graphics, I believe W3 has all the elements in place within its map editor to create a decent RPG.

And finally, you can use GameMaker to create games without programming.

There are many ways to create games without programming or even working on art. You just need to try.