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Dezachu

Member Since 02 Aug 2012
Offline Last Active Apr 17 2014 02:48 AM
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#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!




#5121592 where to start on RTS

Posted by Dezachu on 06 January 2014 - 04:26 AM

Why not give a tower defense game a go? That's beginning to delve into the world of strategy without diving in the deep end :) I'm sure most of us aspire to make these sprawling 3D games but it's extremely time consuming and difficult unless you're a really experienced programmer. Even then.. 

 

But aye, that's what I recommend for 'starting small' - a simple tower defense game.

 

General steps I'd follow? Start with the gameplay - have static towers (that you hard-code in) at certain locations on the map. Perhaps for the enemies begin with an enemy that YOU control (with the arrow keys or such like). Test running said enemy into tower range and get the towers shooting correctly. Work on health next. Then progress onto pathing (grid-based A star is what I'd go with but something simpler may work). That's then the core foundation of your game - then you can worry about letting the player choose where their towers go, earning money from enemies, buying new towers etc. Just get the core of your game down first (forget about flash graphics or animations - keep it SIMPLE) and then you'll feel motivated to get the other bits and bobs done too.

 

Hope this helps!




#5089442 NEWBIE looking for answers

Posted by Dezachu on 27 August 2013 - 03:24 AM

It sounds like you're more into game design/level design than anything!

Unity is a good platform and it has a ton of tutorials/support if you're really looking to get into this sort of thing. Pygame isn't for you buddy, sorry! RPG Maker won't get you The Sims or Fallout either, and I don't personally think it will teach you a ton about creating games! It's more for storyboard writers who like drag-and-drop. Game Maker is a great piece of kit for those just starting out, but again you'll struggle to produce either of the games you mentioned ;)

 

There are plenty of free graphics websites - just google 'free 3d models'. Or even 'free game assets'.

 

 

If only creating the next Fallout/Sims was as simple as you make it sound - trust me, guys who have been at it for 10 years couldn't do that sort of thing on their own. Pick something simple - perhaps a run-and-gun game? You run around and shoot stuff.. Nothing complex there. Unity by default comes with a great example of something like this. Download it and give it a go :-) If this seems too daunting, stick with Game Maker for a bit and try something a bit more complex than apples and bananas... Good luck!




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