This would fit better in the For Beginners section. To answer your question, use whichever language you want. This article talks about C++, Java, C#, and Python. If you don't like using Java then you really won't want to learn game programming in Java because you'll get bored and discouraged. Pick whichever language you want and start game programming in it. As a beginner there is no "best choice" really.
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#5058287 What programming language should i go with? (C++,C# or java?)
Posted by David.M
on 01 May 2013 - 07:02 AM
#5058239 Beginner questions
Posted by David.M
on 30 April 2013 - 09:54 PM
Allow me to point you to this link. This will discuss C++, Java, C#, and Python as options for a beginning developer. As 0r0d said, start with what you know. I would choose C# or Java since you said you know both. Take a look at the options for each language and see which you find easier to use or better to work with and get programming with it.
#5057131 Which language to start with?
Posted by David.M
on 26 April 2013 - 08:40 PM
If you read through those billion topics you mentioned, you'll find that this link will help you out a lot. That should explain everything better than I can. In short, it doesn't really matter what language you pick so long as you pick a language and start programming.
#5034846 [JAVA]First Game help[JAVA]
Posted by David.M
on 20 February 2013 - 09:02 PM
I would change y += 1 to y += ballVelocity. ballVelocity would then initially be 1. If the ball's y position is > the screen's height or is < 0, reverse ballVelocity.
#4970517 Help Planning for a Beginner, Wall of text
Posted by David.M
on 17 August 2012 - 06:11 AM
If you think about it, a game really is just an animation that a user has a part in controlling.
These forums are a great resource for getting started. Good luck!
#4970434 Help Planning for a Beginner, Wall of text
Posted by David.M
on 16 August 2012 - 11:19 PM
2. A sprite is really just a name. You could just as easily call it an entity or any other arbitrary assignment. I haven't done 3D programming or modeling so I can't say what file formats are used. Culling and clipping will take place in the graphics engine.
3. Around here you'll be advised not to write your own engine. This will take a long time and you're almost guaranteed somebody else has done it better (like a big company). Graphics, I/O, sound, and input are all necessary. What you use will depend on your language and style.
4. I've never done any scripting. From what I've heard, Unity uses scripting quite a bit.
5. Start small. Start simple. Tic-tac-toe is small and simple. From there you can branch into more complex console stuff, then jump into graphics, again starting small. Pong, Snake, Space Invaders. I don't think turn-based games would be any easier than platform games. You still gather and process input and render the same way. You can jump into 3D if you want but the learning curve will be steeper.
This is a good read. What book to get depends on what language you want. If you like C# then use C#. If you like C++ use C++. If you like Java use Java. If you like Python use Python. It's up to you. Whatever you know best and are most comfortable with will allow you to learn game development which can be applied to other languages.
#4970344 Java Slick - Number of States
Posted by David.M
on 16 August 2012 - 03:27 PM
1. The only limitations to the number of states you can have is the max for the data type you use. You won't ever overflow an int with states.
2. Whatever helps you organize and work better is what you should be doing. If you use a lot of classes and packages and it helps you stay organized and works well then by all means use a lot.
3. You can. These will be useful in superclasses (Sprite or Entity that can be extended). If you have to you can even use classes with static members such as an Assets class.
4. I'm not sure what you mean. Why would you need to show multiple states? If you want to display some text when you hover over an item you can do that programmatically in each state individually with no problem.
#4968863 collision with fillOval
Posted by David.M
on 12 August 2012 - 04:24 PM
To your Ball class you can add getX(), getY(), and getRadius() methods.
ArrayList<Ball> balls = new ArrayList<Ball>(); ballPositionX = balls.get(0).getX(); // gets the first ball's x position ballPositionY = balls.get(0).getY(); //gets the first ball's y position ballRadius = balls.get(0).getRadius(); //gets the first ball's radius
Then, circle collision detection is easy. Take two balls. Grab the x and y positions (centers) of both of them. If those positions are within (<) ball1.radius + ball2.radius then they are colliding.
#4968853 collision with fillOval
Posted by David.M
on 12 August 2012 - 04:03 PM
ArrayList<Ball> balls = new ArrayList<Ball>();
//Option 1: return a ball to be added like balls.add(makeBall());
private Ball makeBall()
{
Random rand = new Random();
Ball newBall = new Ball();
newBall.x = rand.nextFloat() * FRUSTUM_WIDTH;
newBall.y = rand.nextFloat() * FRUSTUM_HEIGHT;
newBall.radius = rand.nextFloat() * MAX_RADIUS;
return newBall;
}
//Option 2: add the ball to the list inside the method
private void newBall()
{
Random rand = new Random();
balls.add(new Ball(rand.nextFloat() * FRUSTUM_WIDTH, rand.nextFloat() * FRUSTUM_HEIGHT,
rand.nextFloat() * MAX_RADIUS));
}
This would have a ball class which stores an x and y position and a radius. The list will store all the balls and be looped through to update and render the balls. Option 1 has a blank constructor and the fields (x, y, radius) must be initialized manually. Option 2 has a constructor public Ball(float xPosition, float yPosition, float radius).
Edit: Then you would call this
for(int i = 0; i < balls.size(); i++)
{
float x = balls.get(i).getX();
float y = balls.get(i).getY();
//check collisions here
}
#4968732 collision with fillOval
Posted by David.M
on 12 August 2012 - 09:18 AM
Rectangle to Rectangle you can use Rectangle.intersects().
#4968611 collision with fillOval
Posted by David.M
on 11 August 2012 - 09:39 PM
#4965771 what are the best android game development tutorial websites
Posted by David.M
on 03 August 2012 - 12:56 AM
#4964211 2D game for Android?
Posted by David.M
on 29 July 2012 - 01:08 AM
I would recommend learning Java. Check out the Android Developer site to get started in Android programming. After you have a pretty good grasp on Java you can start Android game programming. If you want a framework to go on so you don't have to handle all the OpenGL ES yourself check out AndEngine and LibGDX. Personally, I've started using LibGDX and it's abstraction of OpenGL seems very nice. It allows you to develop games for Windows/Mac/Linux, Android, and the web though a single project.
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