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Dezachu

Member Since 02 Aug 2012
Offline Last Active Dec 14 2014 05:34 PM

#5198210 What do I need apart from sdl?

Posted by Dezachu on 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




#5181698 Web App Development?

Posted by Dezachu on 20 September 2014 - 08:21 AM

Hey guys,

 

I've been a C++ programmer for 3 years now. Dabbled in C#/Unity and Python and recently I was tinkering with an API using C++, cURL and Jsoncpp. One of the apps I've made using said API is pretty good, but it has no place as an executable - why would you use an executable you have to download when you can do the same operation on a website?

 

My knowledge of web development/web app development general is extremely limited. I know a little bit of HTML/CSS and practically nothing else. I've heard of terms such as GET, POST etc but only have a super vague idea of where to start. I'd like some advice on where I should begin if I want to create an app on a website. Would HTML/JS do the job? Do I need to look into PHP? MySQL won't be needed as the API returns all data in Json. 

 

TL;DR Wanting to start developing basic apps to plop on a website, any good resources/tutorials/advice for this?

 

 

Thanks smile.png

 

EDIT: I'm aware this isn't strictly game related, but the API is for a game if that helps! The app I'm thinking of is interactive either way and I've been on these boards for a fair while - probably the best place to ask.




#5176239 New and Clueless

Posted by Dezachu on 26 August 2014 - 11:43 AM

Everyone is against C++ for beginners but I began with it and I'm doing just fine.

 

Lots of games companies make their games in C++; don't be put off because people say it's not a nice beginner language. They're right - it's not, and C# is a much better language.

 

EDIT: Not at all to undermine the experiences and thoughts of others - just get tired of seeing 'DON'T YOU DARE START C++' when a majority of the industry uses it. 




#5175637 Game Designer vs Team Arguments

Posted by Dezachu on 23 August 2014 - 08:55 AM

I spent a year working at Exient, the company who produced Angry Birds Go! for Rovio.

 

We had 3 or 4 designers there and more often than not, they produced a design document. If we disagreed with something we spoke up. 'Are you sure this wouldn't work better?' or 'I think this could work well' was either met with agreement or a good reason as to why the idea can't be used. The designers were very open to suggestions from everyone else and the 'what we look for in a potential designer' is, as you say, someone who can take ideas from the rest of the team.

 

Use more positive terminology than 'argue' mind you! As Lactose! said, 'discuss' is better. Or 'feel free to suggest alternatives if you disagree with the design'. 




#5163780 How do multyple people write code for one project?

Posted by Dezachu on 30 June 2014 - 02:06 AM

I always found subversion to be really easy to use. Check out TortoiseSVN.

 

You can also use 'Google code' found at code.google.com (apologies if links aren't allowed mods) for a free repository. There're a number of tutorials out there for using google code with subversion but if you need a further hand, drop me a PM :) 




#5163779 Game engine for beginners, details here...

Posted by Dezachu on 30 June 2014 - 02:04 AM

Unity tutorials aren't there to teach you how to code buddy - there's a million and one other tutorials that teach you how to code as well as a bottomless pit of books. 

 

Unity is an engine. It is NOT a language or an IDE, therefore the tutorials will rarely teach you how to code. If you want to learn the language(s), look elsewhere. Some tutorials may briefly mention what a piece of code does and why the tutor wrote it that way, but don't expect it as the norm.

 

Unity is also one of the best supported engines going. The community support is fantastic, tutorials are in abundance and there're many forums you can ask for help on. 

 

I'd only end up repeating what others have said, so to summarise - don't blame the engine for your own pitfalls as a programmer. 




#5163667 Game engine for beginners, details here...

Posted by Dezachu on 29 June 2014 - 12:52 PM

C# is actually recommended as one of the best starting languages for any aspiring programmer. It's also very easy to use in my opinion - I've been a C++ programmer since I started programming 3 years ago, but during my time working with Unity, I've happily swapped between Javascript and C#.

 

Don't be put off using a fantastic tool like Unity because it doesn't use your preferred language. I certainly didn't follow that mindset when it came to choosing to use it! 




#5152673 C++ and SFML game structure help

Posted by Dezachu on 10 May 2014 - 07:37 AM

'State' should really just be something that Game.cpp keeps track of as an enum rather than a whole class. I'd maybe change from MainMenuState etc to MainMenuScreen. Have all these screens inherit from a BaseScreen class and then have Game.cpp hold a pointer to a BaseScreen. Then you can switch between them as you wish. Very clean and easy transitioning with the write functions to compliment said change!

 

I wouldn't clear and re-add to the vector EVERY frame. Vectors aren't particularly quick (someone'll reply to this no doubt :D) so doing that operation so often could be quite heavy when the game gets larger. Consider having vectors of type GameObject (your own class) and as you create these objects add them to this vector. Then rendering them all is simply a job of iterating over them and calling render. That way you only call push_back once.

 

For my 2nd year project (in C++ and SFML oddly enough!) I had a LevelLoader class that simply populated vectors stored in Game.cpp. Pass a pointer to game and let it do what it needs to do to get your level sorted.

 

You're right about there being no 'set' way of doing things though; that's the beautiful thing about programming. People can offer more efficient solutions, yes, but it's never the ONLY way to do it! If you can justify your methodology, follow it :)




#5149603 recommended, up to date tutorials for begining open GL

Posted by Dezachu on 26 April 2014 - 04:47 AM

I find the Superbible books fantastic. I started on the 6th edition about a month ago, but dropped down to the 5th edition where they cover 3.3. They cover it really well and I found it very beginner-friendly. Could be worth looking into :)




#5143330 My first dev software

Posted by Dezachu on 30 March 2014 - 06:08 PM

Game Maker is always fun to have a mess around with. It's harder to make 3d games in it but still perfectly possible; there's plenty of discussion in the GM community about it. Give it a look :)




#5138507 Starting my journey in game programming [need some professional opinion]

Posted by Dezachu on 12 March 2014 - 01:51 PM

 

If you want to start with a 2D platformer. I would suggest you start with a Mario-like in mind. Jump, walk, run, die, collect... everything one step at a time

Good advice

 
. . . then C++/OpenGL or . . .
You would be amazed how much needs to be done to simply render a cube in C++/OpenGL or . . .


. . . directx (though windows/microsoft only)

 

 

C++/OGL IMHO. In the era of mobile games, DirectX just isn't cutting it. If you WANT to be a solely PC programmer, go ahead with DX, but your employability/range of development drops substantially.




#5125439 Need Help Choosing My Path!

Posted by Dezachu on 21 January 2014 - 01:26 PM

I'll probably get screamed at by a few for this, but the simple truth is that if you're serious about getting into the games industry (which I think it's safe to assume you are - you're here asking for help and you're asking about game engines, no?) then you need to be highly competent with C++. There's no two ways about. 

 

If you're wanting to get into programming in general then yeah, you can afford to be a bit more expansive and study other languages. But honestly I'd just dive right in and get going with C++. You said you had the most experience with it so why not carry on from there? smile.png

 

If you're unsure where to go from your current abilities, why not tell us the sort of stuff you understand so we can point you in the right direction? happy.png There's the standard drivel of programming requiring dedication and time but in my eyes if you're suitably passionate about it (your history with C++ at your age suggests you are) then you can ignore all of that and just drive onwards with your chosen language.

 

Best of luck whichever path you go down dude smile.png

 

 

EDIT: As for engines.. Don't think about them until you're competent with C++. Apologies if you are - if not, get going with some 2D games. Knowing a language isn't enough sometimes - you need to understand game structure and stuff alongside it!




#5124351 the public syndrome

Posted by Dezachu on 17 January 2014 - 04:41 AM

At the end of the day it's YOUR code - write it how you wish! Correct OOP implementation is essential when you're gonna be working as a team. In all other situations, if you REALLY want to just make it easy (?) for yourself, that's entirely down to you.

 

Personally I think using getters/setters looks cleaner but again, that's just an opinion. It's the same as writing a book - everyone uses the same language, but writing styles are completely different. Arguably some are cleaner than others but hey.. :P Alternatively, write a function that returns a bool detailing whether those things are true? I'd just give each object in your game a function called ProcessInput that accesses a globally accessible mouse position (why not a singleton for your mouse class? There's only ever one mouse!) that you can access in each of your game object's functions.

 

If what I'm saying is completely irrelevant, ignore me. :P Gl mate 




#5122162 Properly planning a game and its structure

Posted by Dezachu on 08 January 2014 - 08:05 AM

Modularity is the one word that springs to mind.

 

Rather than writing a load of spaghetti code and then throwing it all away, take something away from each project. A prime example - I started writing a clicker-style game the other week but I've had to scrap it now I've started work again (alongside studying for my final year it just wasn't really viable). That didn't mean the hours spent working on it have amounted to nothing - I took away a static Utilities class that did simple calculations (kind of a math library I guess), a FontManager class, a LayoutManager class (for calculating the required scaling of text/an image to fit in a certain area) and also a ButtonObject class that eventually grew to be quite large. No doubt I can use these elsewhere because they're MODULAR - any game that uses fonts can use the font manager. Any game that uses button sprites can use the ButtonObject class and any game I write (at least in 2D) can use the LayoutManager to be easily portable to multiple screen resolutions. Same for the Utilities class I guess! From my next project when I get some free time I'll probably add some extras like a resource manager, an audio manager etc..

 

As others have said, there's no shame in failing again and again, it's all practice and learning. Instead of beating yourself up over failing, why not look at what you took away from/learnt in the project? In reverse, why not start a project with the intention of learning? Anything that comes out of it can be seen as a bonus ;)

 

 

So the questions:

1) Modularity.
2) Hmm probably not. Your standard loop is, as you appear to know, GetInput, Process, Render (maybe you use diff. words, it doesn't matter). These steps will be different for every program, although what they do is generally the same (as their name suggests). You're touching on game engines by suggesting modularity of these components which is a whole 'nother ball park. 

 

 

Hope this helps :)




#5121593 Asking for advice to start Game Development

Posted by Dezachu on 06 January 2014 - 04:42 AM

I think it would be a good decision to start with a 2D game development library that supports C++. Several examples that pop into mind are SDL and SFML. If you are willing to entirely skip 2D game development, which I do NOT recommend(so many new things to learn, and you might not even know the basics of 2D game programming, so 3D game programming would just be a painful experience for you), you can use OpenGL.

 

Echoing SFML here, used it for 18 months and it's fantastic for worming your way into games programming!






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