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Member Since 16 Aug 2012
Offline Last Active Oct 11 2012 03:30 AM

#4979794 Best Method For IsoMetric Multi-Level Map Storage

Posted by on 13 September 2012 - 12:05 PM

Ah... If I serialize the dictionary, that will do for now, but ultimately I shouldn't be serializing the sprite as well, which I will be at first. Silly. =D

#4979592 Best Method For IsoMetric Multi-Level Map Storage

Posted by on 12 September 2012 - 11:26 PM

I should be a little more specific. Currently my "world" is stored internally as a Dictionary<Vector, Tile>. The vector class is, as you may have gathered, a simple vector with x, y, z values. The Tile class holds data related to a specific title, as well as a Sprite class. I'm thinking the best bet is to divide the map into chunks, and serialize the resulting chunk class, dictionary and all. Comments?

#4979590 Experienced programmer, where do I start?

Posted by on 12 September 2012 - 11:15 PM

I wouldn't start with an MMO. Unless it's a pretty simple 2D affair, the sheer amount of resources required make it out of reach for most. Pick a popular MMO and look at the list of people who made it. Then clone yourself that many times, send several of your clones off to school to become gifted artists(3D, character, background), designers, sound editors, musicians... I think you get the idea.

Having said that, I think a small team could write a fun MMO if they keep their goal within reach. I've never heard of a one man MMO being written, but I'm sure someone can point to one.

If you want to write your own game, including engine, I'd recommend starting with a good book. I liked this one. You end up with a basic 2D game engine suitable for writing simple games, and extending to less simple games. It's all in c#, so, if you're looking for C++ or Java, you should look elsewhere. Whatever you choose, it should leave you with something usable as a foundation for future games, and pointed firmly in the right direction to continue learning. Writing a game engine(even a 2D engine) is a non-trivial undertaking. Make sure this is what you want to do before you start.

If you just want to make a game, and don't want to bother writing an engine, then you should look in to Unity, or one of the other ready made game engines. You can then focus more on making a game, rather than making an engine, which has definite benefits. If this is your wish, pick an Engine, and grab a book or tutorial and get to work on your game. =D

Whichever method you choose, make sure you're having a blast. Good luck!


#4979166 Isometric Conversion Woes

Posted by on 11 September 2012 - 10:19 PM

I just added to my game engine the ability to handle isometric tiles. Here's a sample of my placeholder tiles:
Posted Image

It's all working great, except, I have stored the tiles in a Dictionary(so that I can quickly update a particular tile as needed) and now need to render each tile sprite in a particular order, or the screen is a mess. Tiles must be rendered in order with those tiles with a higher x/y value being rendered first, so those on the left side and bottom of the screen are the only ones showing their sides. Am I going about this right? Or is there a much better way? Thank you in advance.


#4973132 Realistic Encouragement vs Trolling Tear-down

Posted by on 24 August 2012 - 04:54 PM

I guess I should give my motivations for posting this. I have not personally been the victim of this, but I know a 12 year old boy who received two private messages on this forum in response to his posting that drove him to tears, and it took me several weeks to get him to give GameDev another try. I do believe the messages were reported, and proper action taken, but the damage had already been done. In addition to that, I've seen it happen elsewhere as well. I think the message is needed here, which is why I posted it. And remember, my message wasn't to the people who are DOING this, it's to the people that are the victims. I'm not saying "stop being mean!". I'm saying "if it happens to you, don't let them discourage you. Do your study, learn your craft, and win.".

Hopefully that adds some clarification to both my motives and my audience. Again, thank you to all who are commenting. And to those who the post inspired, I'm glad. Once you get where you're going, be sure to come back and inspire someone else. =]


#4972452 C# Learning Sources

Posted by on 22 August 2012 - 08:42 PM

My favorite for learning C# was "Head First C#".

I think a really good option for learning game development in C# is "C# Game Programming For Serious Game Creation". Go all the way through this and you will have a great starter engine for game development. It uses the Tao libraries for OpenGL, which are no longer being maintained, but still work great, and the author is active on his blog at http://www.godpatterns.com ... After going through the book you should be prepared to start modifying the game engine for your needs, making a wrapper so you can use DX if that's your desire, or replacing Tao with something else. He does not go much in to 3D, but I really feel like your first game should be 2D anyway. =D Hope this helps.


#4972449 Realistic Encouragement vs Trolling Tear-down

Posted by on 22 August 2012 - 08:27 PM

Wow! Great discussion! Thanks everyone for the great comments. =D I feel I should clarify my position on one point. When I said "there are realities and requirements that you must satisfy", I meant it. I'm advocating the happy middle ground. If you are telling them they can't do it, you're doing it wrong. Tell them what they must do to accomplish their goal, and let them decide for themselves if they can or can't do it. If they actually starting trying to accomplish their goal, then they'll find out soon enough what you were talking about, and they'll be all the better prepared for it. If they don't actually try, well, they eliminated themselves. Either way, negative "you can't do it" comments were not required. Alright.. back to the IDE for me. =D


#4970905 Realistic Encouragement vs Trolling Tear-down

Posted by on 18 August 2012 - 01:49 PM

I've lurked here for a long time, and have been a Senior Programmer/Systems analyst for 15 years. Occasionally I see a beginning game programmer, full of dreams and desires end up having those dreams crushed by those who would have them believe they are naive, too inexperienced, and stupid for not being able to see it. While I appreciate those who are trying to educate about the realities of the gaming industry, and encourage as they do it, I think it is taken too far by a select few. These few use their knowledge to appear superior to their peers, and really have little motive for "helping" beyond that. My message is not for them. (It wouldn't do any good if it was.)

My message is for the downtrodden who now feel their GameDev dream is out of reach, who are frustrated and considering giving up, and who might be feeling that perhaps the mean-hearted claims of those mentioned above are correct. Don't give up. Yes, there are realities and requirements that you must satisfy before you're ready to get a job at that big game company, or to start your own game studio, or whatever your dream is, but if you want it badly enough, then you wont let the nay-sayers tell you what you can and can't do. Did you know the Walt Disney was fired by a newspaper editor because he "lacked imagination and had no good ideas"? Most of us laugh at the idea right now. He didn't let that newspaper editor tell him what he was capable of, and neither should you. Go out, do your research, learn about the industry, learn your trade, grab your dream by the horns and make it yours. Be realistic, but don't let anybody tell you you can't make it. You're better than that, and you owe it to yourself to make the most of what you want. I did once, and now I'm doing it again. So can you.