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Member Since 04 Aug 2012
Offline Last Active Aug 24 2016 02:41 PM

#5302845 Game-Hobby

Posted by on 27 July 2016 - 09:17 PM

 A map of 1 km square is a huge task in most games.  Why not start with a 100 m square map?  You might want to think about a sky dome.


Unity and Unreal engines are popular, but there are a bunch of others.

List of Game Engines on Wikipedia is informative.


Start really simple !  You can always work through a basic version control and evolve it.

#5289389 Just need some start advice...

Posted by on 30 April 2016 - 01:04 AM

It's common to use placeholder art until bigger and better is developed, especially until later versions of your game.


As for the 3D and other art assets themselves, there are websites with open source assets. The licenses very from restricted under certain conditions to absolutely free for any use. There are sounds, effects, 2D, 3D, and other assets.  I usually make my own, but once in a while I use an open source asset.

#5244454 3D modeling software for multit touch screens?

Posted by on 04 August 2015 - 02:50 AM

Having watched a few 2D artists paint on an iPad


The 3D has many differences to 2D work. 3D potentially has dozens or hundreds more functions to access over 2D but the main issue is the ability to quickly and accurately target 3D parts for manipulation using a mouse and screen cursor. Another advantage is that using mouse and cursor allow far less viewer resizing to get at the parts. Most of the time with laptop work, the screen can remain full size. When I do need to resize the view, I instantly use the mouse wheel to do that and can get the exact size of view that I need (also - instantly).  A person would need to learn to use the mouse and cursor in 3D modeling to understand what I am saying and actually experience the quickness of it. The Wings 3D modeling software which I use for the 3D creation stage of the modeling is made for speed and accuracy. It's great!  I regularly get that stage done faster than most people using other software, even if they use the commercial favorites. (The applying of 2D texture to the model is also extremely fast in Wings 3D). For animations, I use other software.


I hope that this helps people.

#5238715 Is this Possible? What should I use? [Newbie]

Posted by on 07 July 2015 - 01:07 AM



In my opinion, this is too ambitious for a raw beginner. If you are at least intermediate level in a coding language, then all that would be a good basis for a game, but for a newbie it would be overwhelming. You need to make non-game applications for a while. After that, make very simple games for at least a few weeks.

#5234369 Finding For-Hire Work

Posted by on 11 June 2015 - 04:05 PM

These days, human resources can include acquaintances, consultants, outsourcing tasks, and social networking budgets and time.  Yeah, I understand that you are very busy, but when you find reliable help in your team, then much of that can be delegated. Here is where your leadership and strategic thinking skills make a big difference long term. All of these things I do. For example, if I am too busy to spend much time on a particular project because I am involved in something else, then I outsource at least some of the work.

#5234120 Finding For-Hire Work

Posted by on 10 June 2015 - 01:10 PM



Having a good looking and nicely navigable website for much of your contact and display issues would help. Networking promotion is a regular effort. Some development companies spend a lot of money on marketing and human resourcing. If you want to advance, then you probably need to put more effort into such areas.


Once I realized these things, then work came much easier and more frequently. I am 100% freelance since 2010, by the way, so I know that it can be a good way to go.

#5233758 It is better for performance to use a lot of rectangles or a lot of vectors?

Posted by on 09 June 2015 - 05:11 AM

like kids are interested in anything else rather than justing biber...ya know you could've actually answer my question :3


There are hundreds of thousands of youth who are gaming programmers. Many of them surf the web looking for game development information.


The well being of children and other youth is higher priority than all the programming in the world. High priority is also the ability of parents to trust that they don't have to supervise their children 100% of the time as kids view websites which are expected to be safe for them.


When or if you ever have children as a parent yourself, then you will begin to understand.

#5233596 It is better for performance to use a lot of rectangles or a lot of vectors?

Posted by on 08 June 2015 - 01:22 PM

Please watch your language, Ken. We have some kids reading these forums. Okay?

#5231098 Where to begin developing?

Posted by on 26 May 2015 - 12:37 PM

Java, C and C++.


It is possible that those languages are all that you will ever need.


I recommend making simples game with a game engine right away, since you have coding experience.


List of Game Engines:



Find a game engine with an online community that has a lot of information and the people are helpful.

Until you finish school, just have fun with it but keep at it.

#5230623 Game Programming from 0 or using already made game engine?

Posted by on 23 May 2015 - 06:17 PM

If someone wants to create a rudimentary game engine as a hobby, then that's wonderful but it is as far as he or she will get as a lone developer unless the objective is to use it to make simple arcade games to run in a smart phone. Even then, it probably would target a specific brand of smart phone.

#5230538 Game Programming from 0 or using already made game engine?

Posted by on 23 May 2015 - 01:16 AM



The typical game engine took a team years to create and thousands or tens of thousands of work hours. Though various game engines have strengths and weaknesses, like different types of wheels - why reinvent the wheel?

#5230295 Game Programming

Posted by on 21 May 2015 - 02:07 PM



1)  Pick a game engine.  Select a beginner friendly coding language which is native to that game engine and well supported. (Raw beginners should almost never start with C++) Example languages are C#, Python, Java, Lua, Ruby, and so forth which are higher level languages and have garbage collection ( Auto-memory management, which means that dead memory is cleaned to open memory for future use. )  Your game engine should have a fairly active online community, tutorials, and respond to your questions.

List of Game Engines:



2)  Spend time in that language making applications (such as "Hello, world!", indexer, sorter, randomizer, and learn algorithms, etc.) This should take you weeks or a couple months. A course or a several tutorial series is good for helping to prevent bad coding habits and learn efficiently. Be sure to quiz yourself on what you learned so you are sure that you actually learned them.


3) Return to your game engine and make some simple games. If you can, then work in this order - making a few in each stage:  Single player 2D games, multiplayer 2D games, single player 3D games, multiplayer 3D games.


Tips: Take things in manageable goals.... daily, weekly, monthly, and by stages.

Diversify your sources of help and information, but work progressively and methodically.

Save backup copies of your work on a frequent basis!  If you make a huge mistake, then you will have lost only hours or even minutes if you have a backup regimen.

Start early with a rudimentary version control, even if you must start with your own custom system by using folders named by you:  Version_0.01, Version_0.02, V0.03, V0.04....V1.0, V1.1, V1.2, etc. It would be far better than nothing. There is GIT and other version control (source control) systems which you may use when you reach intermediate and advanced level, but that will come in due time. I recommend keeping a separate work folder for doing actual saving of work on a frequent basis and when you are confident then make backups to a version control folder hourly or daily - by your preference.

Research and debugging are very important, so don't neglect them.

Read by below signature.

#5227428 hello! just joined.

Posted by on 05 May 2015 - 10:13 PM



Experience in coding you already have. You should start making a few simple games using a game engine. Unity was designed with good C# support and also has a very active C# community. Java is viable for game development in general if you prefer it.


By all means, take a look at other development frameworks:

List of Game Engines


This is only a partial list, but it will get you started.


Please read my signature for the philosophy of long term game development success.

#5225855 Is it too early to do some complicated game design

Posted by on 27 April 2015 - 08:43 AM

My observation is that a structured course on coding in a particular language is an important way of discovering bad coding habits in the first place. Going directly into making games has little accountability toward preventing bad coding habits.


On the other hand, if this is going to remain a hobby, then satisfaction would be the most important aspect.

If somebody wants a real future in game development, then good coding habits are a must from the start.

#5225678 Is it too early to do some complicated game design

Posted by on 26 April 2015 - 12:04 PM

I advise total newbies to make several application is the language of choice before starting to code for game development. Choose a game engine, make some applications in the language, then begin to use the game engine and language to code simple games.