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Member Since 03 Jul 2012
Offline Last Active Aug 25 2012 07:22 PM

Posts I've Made

In Topic: Realistic Encouragement vs Trolling Tear-down

24 August 2012 - 09:13 AM

I suppose some of us have perhaps taken the role of advising newbies too harshly a little, but pretty much every scenario a newbie might have has already been covered in previous threads. I mean every week there's at least three youngsters who ask for help on making "an RPG". At some point you have to realize that no matter how much feedback you will get, unless you do something no one will code the game for you. I can't remember the last time I saw a newbie say, "I've read two-three books and experimented with this library, I feel comfortable, but this detail X I still don't quite get it.".

When I have questions they are detailed and they are very often things that spent I a considerable amount of time trying to solve myself before coming on here. Here's a picture of the books in my local library, everything really is up to you when you want it :

Posted Image

Before giving realistic feedback you need to be realistic about your goals. A lot of people are tired of seeing someone with zero programming knowledge ask on input on how to make Skyrim.

Not every aspect of game development is full-filling. Especially not starting out with console applications trying to figure out how to read a binary file or how to write a binary tree.

In Topic: Realistic Encouragement vs Trolling Tear-down

21 August 2012 - 12:16 PM

There's a fine line one must not cross when giving advice. Although I will say that these boards have NOTHING I say NOTHING to complain about. Go have a look in the C++ irc channel, every question you ask you get trolled by a C++ veteran for being "foolish", "arrogant" or "clueless". Most questions will also spur a rather aggressive debate on the optimal solution.

In Topic: Help! I'm trying to make a game.

21 August 2012 - 12:01 PM

Tutorials aren't really useful unless you are looking for something peculiar that you have absolutely no knowledge in. For example you want to implement an AI for Pac-Man and want to use a smart algorithm to achieve it or how to implement parralax scrolling. Otherwise just pick a language you like using and feel proficient with and just experiment.

There's no better way learning than diving in. It's pointless to read books and follow tutorials if you do not apply them practically.

Besides Kripis, you seem to be conflicted with your choices. I remember helping you out with some basic console application in C++ and you barely knew what an array was. I think you have all the tools necessary to start your own small games, this thread has MORE than answered your concerns.

In Topic: "Must-Learn" Languages

10 August 2012 - 09:45 PM

Ultimately it's a waste of time to spend so much time on different languages. If I had to retake my path I would have jumped into C++ and never looked back. In reality only the specialist really shine in what they do. There's no reason to try and be good at everything. My teacher once told me; sometimes you need to learn to love what you hate and embrace it.

That's what defines if you truly are willing to walk down the path you really set out for you. Don't plan things years ahead, I know plenty of things I wanted to get taken care of that never happened because my priorities changed. Just get started.

In Topic: Best language to make 2d games

06 August 2012 - 09:46 PM

A really great place to start game programming is with Python using the SDL wrapper Pygame. Python is really easy to learn, and if you're going to get into game development, having to worry about learning a much more complex language like C++ or Java AS WELL as game programming theories and concepts, could really set you back. Pygame is also EXTREMELY easy to use with Python and has pages and pages of really usefull documentation on their website, something I found VERY usefull.

I also agree on this choice. Once you get the hang of pygame dump python and just switch to C++ with native SDL. The API is pretty much the same since pyGame is just a bunch of binders to SDL.

It's also advantageous since python is an easy scripting language that takes very little time to deploy. I even know a few C programmers who mock things up with python sometimes.