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Member Since 14 Jun 2012
Offline Last Active Jun 22 2014 06:12 AM

#5028233 Tools for iOS/Android Apps

Posted by riverreal on 02 February 2013 - 09:56 PM

Thanks for the suggestions riverreal.  I'll have to check these out.  Is there a particular one that you like most, or have heard works best?


You had better choose a tool that accommodates your likes.

If you are a beginner I recommend to DO NOT start with C++. So we can discard cocos2d-x and marmalade SDK.

If you want programming we can discard Corona SDK.

Particle SDK looks a little bit complex.

Mono solutions looks good for you. It works with C# and it supports android, iOS, windows, linux, mac...

PhoneGap is a mobile aiming framework, so it also is a good option.


I'm not passionate with mobile development so I don't have much experience.

I think you should wait for a better answer from a experienced mobile developer. wink.png

#5028223 Tools for iOS/Android Apps

Posted by riverreal on 02 February 2013 - 09:31 PM

For iOS development the standard language is Objective-C. For Android development the standard is Java.

Using the respective SDKs you can create "from scratch".


But, you can use "Cocos2d-x" a c++ based framework for both (android + ios). http://www.cocos2d-x.org/


Or, Corona SDK, the problem (for me) is the "code-less" part. http://www.coronalabs.com/products/corona-sdk/


Or Particle SDK. With Java or ActionScript 3.0. Supports Android, iOS, windows, and HTML5. http://www.particlecode.com/


Or Marmalade SDK. With C++. http://www.madewithmarmalade.com/


Or Mono touch and Mono droid both with C# http://xamarin.com/monotouch - http://xamarin.com/monoforandroid


Or PhoneGap. With Javascript, CSS, or HTML5. Supports multiple mobile platforms. http://phonegap.com/

#5023343 Can someone link me to some tutorials?

Posted by riverreal on 19 January 2013 - 06:48 PM





Best place for SDL by far. 12-12-2012 was the last update so you'll be good. That is where I started when I was learning SDL. I didn't get very far as at the time I was already into Allegro. GL with lazyfoo there is a lot of information there that wasn't 5 years ago when I was learning off lazyfoo.


Thanks. But I can imagine my file becoming very large with everything I want. Do you know of a way to make different files work together in 1 game? 


First learn the language. If you don't know how to use the header files, it means that you don't know the language.

#5022703 Lua and Pixelart Tutorials?

Posted by riverreal on 17 January 2013 - 05:51 PM

I know some resources to learn pixelart:










And you can also check this video:

#5022685 Beginning Directx

Posted by riverreal on 17 January 2013 - 04:58 PM

I'm not sure but you can change the feature level to 9_1


"With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11."



#5020904 Game engine or no game engine

Posted by riverreal on 12 January 2013 - 06:58 PM

"Games first, and games then, but never engines"


That's my thought

#5007297 best youtubers to subscribe to

Posted by riverreal on 04 December 2012 - 10:05 PM

thecplusplusguy (SDL, openGL, and game programming)

thenewboston (He teaches c, c++, c#, java, and so on)

xoaxdotnet (A lot of tutorials, but I like the algorithm ones)

ChiliTomatoNoodle (directx 9 tutorials)

UNSW lectures (Lectures from an australian university, I like the Computer Science course)

Chelin Tutorials (In spanish, but he's very good. Java, python, C, pygame, and java game development)

And isn't an youtube channel, but I also know the free courses from Coursera. Computer science, algorithms, cryptography, and so on.

#4985529 Installing XNA to C#

Posted by riverreal on 30 September 2012 - 05:02 PM

When you install XNA game studio, you are able to create Windows game (X.0) proyects.
I think you downloaded the XNA game studio 4.0, so go to Visual C#, then File -> New proyect. Now choose "Windows Game (4.0)". Give it a name, and the specific path.
Then click "Ok".

Now you have a XNA proyect. Try to compile and run, you will get a window with blue background.

XNA isn't a program

#4966222 My First Post: Wanting Mostly General Information at This Time

Posted by riverreal on 04 August 2012 - 06:57 PM

Considering Open-source as a software with an accessible code...

Is it possible to make a fully featured game only for learning purposes which uses only open source components from start to finish?

Sure, you can. But I didn't understand the "components" part.
If you want to make your game open-source, just share the source code files with it.
Or... if you're talking about using open-source tools ( rendering, audio, phisycs engines like ogre, irrlicht, bullet, etc). Yes, you can use these tools to make a game.

Can it be made to run on OS X or Windows and DirectX or OpenGL while still being made only with open source things?

It depends what kind of tools do you want to use. For example Ogre, Irrlicht and Bullet (physics library ) support Windows, Mac OS X and linux
For APIs: DirectX only supports Windows and OpenGL 3.x supports Windows, Mac OS X, linux.

Is there such a thing as any open source computer programming languages which are good for creating a computer game?

You are implementing incorrectly the word "Open-source".
By the way, the commonly used language in PC and console game programming is C++. For Android development Java. For iOS development Objective-C.

#4963086 Game company funding?

Posted by riverreal on 25 July 2012 - 04:27 PM

Are you aiming platforms like android/iOS? or PC? or Xbox360?

I think Desura is a good place to start.

#4961925 Pole Position like in C

Posted by riverreal on 22 July 2012 - 08:06 AM

Create you own examples and experiment with it.

For example, load an image, blit it, and scale it with gfx library using an user input.

Old tutorial:


I think you will need "rotozoom" in the gfx library for the scaling so:
Rotozoom documentation:

#4961746 Making a game from scratch

Posted by riverreal on 21 July 2012 - 01:32 PM

Try this book

#4952231 Please simplify my code.

Posted by riverreal on 23 June 2012 - 10:37 PM

Yes, I see your point.

#4952228 Please simplify my code.

Posted by riverreal on 23 June 2012 - 10:26 PM

OK, let me start by saying this, very clearly: This is not C++. This is C. You should learn C++ instead. What book or reference are you using, which claims that this is C++? Throw it out the window, whether literal or virtual, and get a reference of C++ instead.

C++ is an object-oriented programming language. This means that you should look at things as real-world object, created from blueprints called classes (or structs). If you have a game with a slot-machine, then that slot machine is an object, I think you'd agree. (In fact, the game itself is an object, isn't it?) So what you need to do is to write a class called SlotMachine, and create an object from that class. And pulling the lever on a slot machine should be represented as a member function (or a "method", as it's called in some languages) of the SlotMachine class. So when you want to pull the lever, you write slotMachine.pullLever().

You have pretty much crammed everything into the main() function. That is not the C++ way, but the C way.

I'd love to re-write it all in C++ for you, but... well, I think you should do it, frankly. Otherwise you'd not be learning, I think.


Oh, don't get me wrong, I'll help you if you need it, and I'm sure others here will aswell. Just try some on your own, with a decent C++ reference in your back, and if you run into problems, we're here.
Just... start over, and do it in C++.

I think you are confused...
He uses an object of class osteam called "cout" instead of "printf".

Ok, let me say this clearly this is not C. This is C++
You can create a new file, and call it "main.c". Then copy the code above, and compile it... What do you get? A lot of errors!!
C can not use objects, and iostream isn't a C library!

You're going to start being snide? Can we not do that, please?

Ask mr Stroustroup (spelling?) if this is how C++ was designed to look. Yes, he may use one of C++'s objects, but if he still codes his programs as if it was C, then he gains no benefits of C++'s improvements. That is not something I should have to argue about.

You are wrong again...
The OOP is just one of the paradigms. C++ is multi-paradigm.
Look here: http://en.wikipedia.org/wiki/Multi-paradigm_programming_language#Multi-paradigm_programming_language
So, C++ can be structured like C.
OOP is not the only improvement.

You said the code ISN'T C++ and IS C...
So go and make a main.c file, copy the code, and compile it...

#4952222 Please simplify my code.

Posted by riverreal on 23 June 2012 - 10:11 PM

OK, got downvoted because I'm trying to help? I dunno what's up with people, but OK, he wanted the code fixed for him, so here's a quick (!) example of how it could look, in C++.


OK, so it can only show 26 lines of code? That seems weird.

Can't get the code tag working, so I jus attached a txt file of it instead.

The people downvoted you because the code above is written in C++...
He wrote a C++ code but without implementing the object oriented programming paradigm style. But is C++
The OOP is only a paradigm not the complete language