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Black-Rook

Member Since 11 Dec 2011
Offline Last Active Feb 06 2013 02:14 AM

#4928984 new guy, so many languages

Posted by Black-Rook on 07 April 2012 - 01:21 AM

XNA Sites I recommend:

http://xnaresources.com/ <- Start here!
http://www.xnadevelo...tutorials.shtml
http://www.riemers.net/


#4928981 Small or large game is better

Posted by Black-Rook on 07 April 2012 - 01:03 AM

For personal development? Creating smaller games because if you don't have the proper experience and skill level, you wont succeed in finishing a larger game. Creating smaller games allows you to get a sense of accomplishment quicker, and prevent the chances of giving up on programming all together due to lack of success.


#4928957 new guy, so many languages

Posted by Black-Rook on 06 April 2012 - 09:22 PM

The problem with a lot of new programmers is that they jump around too often with languages and tools. If you're going to pick C#, grab hold of XNA and just start making games from start to finish once you know the basics of C#, and never give up! I know this isn't an issue yet in your case, but you see a lot of programers that could develop a lot more skill in general game programming if they spent more time with one language and made some games.

If you stick it out, within a few years you will be very happy with what you can accomplish!

Best of luck!


#4926863 Aspiring Game Creator

Posted by Black-Rook on 30 March 2012 - 10:16 PM

There are a lot of free resources for programming with C# and XNA. You should at least know the basics of C#, as you can get away with not knowing the advanced concepts and still make a simple game. Please note C# is OOP, so understand classes before starting.

XNA Sites I recommend:

http://xnaresources.com/ <- Start here!
http://www.xnadevelopment.com/tutorials.shtml
http://www.riemers.net/

For a quick recap of some C# basics: http://www.csharp-station.com/Tutorial.aspx


#4926253 Start game programming

Posted by Black-Rook on 29 March 2012 - 01:46 AM

I wouldn't worry about later on, worry about today. Right now I'm assuming you have an empty portfolio for developed games? Make a few games in HTML5 or whatever you choose. All the skills and concepts are always transferable down the road.

Everyone starts some where, and in all honesty don't worry about powerful enough if you haven't reached the limits that language/engine has to offer. More advanced programmers know several languages. I started with BASIC, didn't like it for games and went to C++, learned C and C# as well, plus HTML/CSS/Javascript/PHP so never think you're stuck with one option, always remember nothing you have learned is a wasted effort.

What is important is to start making games, however you decide to accomplish this task doesn't matter.


#4917639 Python or C#?

Posted by Black-Rook on 29 February 2012 - 12:52 AM

You will never loose by picking C# over Python, or Python over C#. Once you understand programming fundamentals, and get fimlair with game programming, you will be in a better position to pick up any language you would like to use.

C# uses XNA for games, or SlimDX, ect...
Python uses PyGame.

The key is to pick one language and just learn as much as you can! Keep on learning languages as time progresses! I was crazy enough to start with C/C++, but heck, 10 years later I've never really left C++ regardless of using VB/C#/BASIC/JAVA ect...


#4915076 Determining and Displaying All Feasible Movements (Tile Based "Pathing")

Posted by Black-Rook on 20 February 2012 - 10:22 PM

I would strongly suggest seeing how Chess games are made.

I programmed OpenChess a while back, and the older version highlights squares. There are many ways to find which squares are possible to move. Think of a tree, each branch has a branch. You will want to program your checks like that. Each piece has it's own structure on how it moves across the board, but takes into account if pieces are in the way, ect... You branch out on your checks until you come across your solution for a possible move.

You need to program that check as a function which can be re-used without causing a lot of clutter.

OpenChess - OLD VERSION

The biggest problem I've been seeing over and over is the fact that many tiles can be reached from more than one tile, so progressively expanding the known "reachable area" by looking at each tile only once or twice doesn't seem to work (at least not with any method I've thought of).


Not 100% what you mean here, but if you make the function correctly, it would just use the current tile to check all possible tiles. Just insure it can take into account that unit's attributes, ect...


#4913282 How do you make your art?

Posted by Black-Rook on 15 February 2012 - 04:05 AM

I would work more on gaining the proper skills to make the art assets you're looking for, and less time on finding a perfect program. Pixel art for example, can be done much easier in Photoshop because of layers, 100% preview while zoomed in with another window, custom brushes, ect... However any talented artist could produce great art in MS Paint.

Considering you have: Adobe Photoshop, Illustrator, 3DS Max, & Maya, work on learning how to draw, and model as you have top of the line software.


#4902868 spritesheet generation

Posted by Black-Rook on 14 January 2012 - 11:17 PM

It's pretty easy to do this within Photoshop, however the recommend software would be Sprite Sheet Packer.

http://spritesheetpacker.codeplex.com/

I hope this helps!


#4899172 About 2D Engines

Posted by Black-Rook on 02 January 2012 - 09:55 PM

Yes, it should do just fine. Your best bet is to just dabble in any selected engine and see if you like it. Heck, you could even make that game using GameMaker if you wanted. Tools are nothing more than tools. You could have all the best wood working tools in the world, but if you're unable to utilize them properly, it means nothing.

For a 2D game simliar to the one you showed, why not use SDL, Allegro, or SFML?


#4899012 Game for Linux and Windows OSs

Posted by Black-Rook on 02 January 2012 - 12:00 PM

If you make your game with Allegro, or SDL, you should be fine. There are several other libraries as well. Google cross platform libraries for your selected language.


#4896703 Collision Detection for Entities Chasing the Player

Posted by Black-Rook on 22 December 2011 - 07:57 PM

Why not just set a check in your logic code, that if two enemies are touching, the one enemy will have: movable = false; until the other enemy moves? The end result is like this:


/// Logic
(Enemy_One) within bounds of (Enemy_Two)
Movable is false

ect...

if (Enemy_One.Movable())
{
Enemy_One.Chase_Player(values...);
}


#4896380 Allegro 5 Collision Detection

Posted by Black-Rook on 21 December 2011 - 08:31 PM

All you need to do is: check in your logic code if paddle1 and bouncer's collision boxes are touching. You can assume they're always touching, and use the following statements to set collision to false.

collision = true;

if (paddle1_bottom < bouncer_top)
{
    	collision = false;
}

if (paddle1_top > bouncer_bottom)
{
    	collision = false;
}

if (paddle1_right < bouncer_left)
{
    	collision = false;
}

if (paddle1_left > bouncer_right)
{
    	collision = false;
}

Use whatever tools you feel complete the job. New programmers spend way too much time on what tools and languages they should be using, and almost no time on completing actual projects. If the games you're currently making surpass the ability of Allegro, then yes, move on! This is ultimately a choice you will have to make, as you will be the one coding with that library.


#4896115 Tile-Based Map

Posted by Black-Rook on 21 December 2011 - 03:40 AM

My example was for Allegro 5. If you apply the same principles, it will work.

In Allegro 4 the draw function is:

draw_sprite()

If the code you pasted is your actual program, you're using allegro wrong. You cannot draw to the screen before allegro is initialized. You also did not load any graphics. I would suggest learning how to use the library properly before attempting any projects to limit further confusion.

Your main should look something like this:

int main()
{
	Allegro_Setup();

	// Load Buffer
	Load_Buffer();

	// Game Loop
	Game_Active = true;

	while (Game_Active == true)
	{
		Input();
		Draw();
		Check();
	}

	Destroy();

	return 0;
}
END_OF_MAIN()

You want to be drawing the map in your Draw() function.


#4896046 Should I continue reading this book?

Posted by Black-Rook on 21 December 2011 - 12:05 AM

Why limit yourself? Try both and see from first hand experience which you enjoy using more. Having several tools you can utilize as a programmer, will ultimately make you more effective for a wide range of projects. If you're experienced in C++, you should have no trouble picking up either.

If you want to practice graphics programming, why not try OpenGL?




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