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Member Since 16 Jun 2012
Offline Last Active Jul 04 2012 04:00 PM

Posts I've Made

In Topic: Where to start on my RPG?

04 July 2012 - 01:16 PM

While I am not as experienced in programming as yourself, I would recommend creating a GDD (Game Design Document) first. This is not a 20 minute project as you may spend several hours or days on it.

By writing down all of your ideas and concepts, to include details such as sounds, music, graphics you want to do, features of your game, skills that characters will use, settings, world maps/dungeons, and so on, you can have a clear idea of the project in front of you.

Once this is complete, you have a road map to your entire project. Of course you can change things as you go along, but the framework is laid. At this point, you can now pick a reasonable spot to begin, such as developing the character and their skills, perhaps the progression system. For this, I'll leave it up to you and the advice of a more experience programmer in RPGs.

However, as you begin, you can simply work from this GDD, and you will be able to "check off" things that you've completed and work in some sort of linear fashion, making sure you aren't forgetting anything and capturing all the content you want.

Cheers. (I have a template of a GDD if you're interested)

In Topic: A Good Way to Start Out?

18 June 2012 - 01:22 PM

I am really enjoying Microsoft XNA 4.0: Learn Programming Now. I'm about halfway through it, and I personally feel it has explained each step fairly well. I feel that I'm prepared to be able to code textures, sounds, input, and output, and there is still a lot left to go. I also used Programming C# 3.0 as a beginning guide to my C#. I went a couple hundred pages into the latter book until I was sure I had a basic understanding of C# before switching over to the XNA book.

Because O'Reilly was offering buy one get one free ebook, I picked up the Head First C# book and another XNA book (I think its Programming XNA 3.0 or 4.0, not 100% sure and I'm not on my personal pc atm). I haven't cracked either one of these yet.

Each have a couple errata, but for the most part they are pretty good, and I personally have found them helpful. Again, this is going to depend on your learning style and such. I'm sure more experienced members of the community will be able to give some other input as well.

Good luck!

In Topic: A Good Way to Start Out?

18 June 2012 - 01:10 PM

I began a few weeks ago myself. I was planning to begin with C++, but some of my long-time programmer friends recommended I start with C#. I learned the basics of the language, then switched over to start learning XNA.

The beauty of XNA, as I have discovered, is that GS 4.0 works right in C# Express 2010, so you can code in just C# or combine the two. If you have become familiar with the inner workings of C#, then you can probably utilize the myriad of tutorials found online to help you through XNA. However, if it is still unfamiliar to you, I highly recommend investing in actual books that take you step by step through the syntax and explain what each method and expression does as you learn pieces of a game bit by bit.

I'm not sure of your experience level at this point, but if you have none, start with the good ole' "Hello World" and work from there (the first week or two is going to be pretty boring...real basic stuff...just focus on your future goals and remember each boring thing you learn is a piece of your eventual 2D game).

Let me know if you are curious as to what books I used.


In Topic: How would i create this game?

17 June 2012 - 03:30 AM

I definitely agree with the above statement. I thought that when I started learning C# and XNA (I am still new, I started a few weeks ago but am progressing at a decent rate) I could simply start with a "build this game" tutorial online and would understand how everything works in building a full program to start. I can assure you, it didn't work out that way. When they started implementing the various methods, classes, and subtle syntax to the language in the code, I could not understand why they wrote the code one way or another, which, for future game writing, is useless. I was merely copying code and not understanding it.

However, I invested in some real, published books and not just tutorials on the web. I started with the infamous "Hello World" program and have progressed from that. I am now understanding how classes have pre-built methods that are utilized to perform various tasks. I'm still learning, and I'm movtivated to learn by my desire to eventually build a high speed 2-D, and hopefully a few months down the road 3-D, game.

You will be much happier and productive if you take your time and put your dues in learning your language of choice from the ground up. A 3-year old learning a new language can't write a college level thesis, nor can we jump straight into the the meat and potatoes of programming without understand it. Good luck!