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Member Since 02 Aug 2012
Offline Last Active Dec 25 2015 06:56 AM

Posts I've Made

In Topic: Is it worth learning a language if I only want to do game development?

25 December 2015 - 06:53 AM

I was thinking of just jumping into a engine but I want to be able to write the code for my own game(not a engine just my own scripts).

Unity. I'm surprised no one else mentioned it sooner. The scripting API for Unity is fantastic, any question you have will have been answered on StackOverflow and C# is a very good language to learn. I think because Unity's very visual too it's a great introduction. Try out the beginner & intermediate tutorials on their website.


Although in Unity what you're writing is indeed just scripts, I think it'd be best for where you're at. However if you're unsure, C++ is never a bad option. It's the go-to language for the games industry and although some studios will produce mobile/web games in different languages, I don't think you can go wrong with it. Check out SFML for a decent 2D kit although there're a plethora of others.

In Topic: Re-getting into C++ again

06 June 2015 - 10:48 AM

I think going back through the book sounds good - it sounds like you didn't really make any games back then, so you're still in the learning phase.

There's an excellent book (in my opinion) that I've recommended to many aspiring games programmers called "Beginning C++ Through Games Programming". I believe it's up to the fourth edition now (I learnt from the second). I advise you give it a look if nothing else :)


As for making games... Start with something simple like Asteroids as you can learn basic vector math and level management. Then progress onto a 2D platformer (think of Mario, maybe add some basic AI). You can go from there to whatever you like after that.


Good luck!

In Topic: How do you motivate yourself for game design?

27 March 2015 - 07:17 AM

You realize that you don't help me very much with your post, don't you? smile.png


Depends if you want help wrapped up in lies or help displayed as honesty!


I get what you mean in a sense though. The thought of everything there is to learn is quite overbearing. But that's like saying "I go outside with a football but then I think about how much I need to learn, how fit I need to get etc to become a professional player so I just go back inside". You're looking way too far ahead for your current skill level. You can apply it to soo many walks of life, even playing games themselves. 


Set yourself small, attainable goals. Don't open Unity thinking "man it's gonna take me years to be able to make an RPG", think smaller. There are THOUSANDS of tutorials online for Unity - check out the few they have on their website. The survival shooter is a great intermediate tutorial but before that check out their beginner tutorial where you simply roll a ball around a level collecting pickups.


That's the one thing most people say when someone new comes to game dev - start small and work your way up. People expect to be able to make the next GTA in a few months, but that won't happen. And probably never will - you need a team for that and even then, it's gonna take a long time!


Also, go with programming or art IMO. So many people say "yeah I'm not good at programming or art so I'll do design". That in itself is a bad mindset - "I'm not good enough to have the RAW SKILLS to develop games, so lets do something anyone else can do". That's not taking it away from professional designers, but you'll find most of them have some background in art or programming - or both. Start small, work your way up.


Spiro is right though, if you don't feel motivated at the prospect of what's to come, you're gonna struggle, no doubt about it. Good luck though.

In Topic: What version of opengl should i learn?

10 February 2015 - 04:13 PM

I'd just go with OpenGL 3 personally. OGL 2 is fine and there are enough games floating about that use it, but it's not like you're about to shut yourself out from a huge part of the market by using OGL 3 ;)


The learning curve is a little larger for OGL 3 as it's harder to get even a triangle drawing on the screen. But once you do have that, it's easy to expand. Plus given that shader-based graphics is always getting larger, it's probably best to get learning that!


Plenty of tutorials around. I'd recommend http://www.arcsynthesis.org/gltut/.


Good luck!

In Topic: What do I need apart from sdl?

14 December 2014 - 05:30 PM

Well you said it yourself - you're just starting!


One important thing when starting out is scope. Don't be too ambitious with your first project as you'll hit a brick wall at some point and think "this is far too difficult".


As for a side scroller.. It's a good choice as they aren't too difficult. Lighting and particles, save those for later. Physics? You could use box2D (http://box2d.org/) as that's quite a popular choice to avoid all that nasty mathematics ;)


I'm not sure why you're thinking about lighting when (I assume) you're just doing a beginner 2D game? Save the advanced concepts like particle systems and stuff for a rainy day IMO!


Good luck!


EDIT: By all means, do the physics yourself. Check out Axis-Aligned Bounding Boxes (AABB) - plenty of theory on those and plenty of stuff that's relevant to games. It's a pretty soft introduction to the mathematics of games