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Member Since 31 Oct 2012
Offline Last Active Sep 23 2016 12:53 PM

#5291560 What book to start from

Posted by on 14 May 2016 - 09:00 AM

I agree with Bregma.


The internet is an awesome resource for tutorials, but if you're just copying code, you're not necessarily learning; you can, though, learn a lot about the general architecture of a game (gameloops, for example) as those can be a little less intuitive (or maybe I'm just slow).


Further, I'd recommend against using an engine for basic games like those you mentioned, as they can strip away a lot of valuable learning opportunities to a new game-programmer (and nothing you'll be making for a long time will actually need or seriously benefit from an engine like UE4).

#5289078 Implamenting a code

Posted by on 28 April 2016 - 06:43 AM


What have you tried? Using a popular search-engine I found this set of tutorials (first thing it returned) for, what appears to me, your exact dilemma, but if you want to figure it out with a little less guidance, then asking more specific questions and telling us what has and hasn't worked for you is going to help us best help you.


For starting out, and for creating a simple game like Pong, it is best if one doesn't directly go for tutorials.

He should instead spend at least some hours on pen/pencil and paper trying to figure out how his game would work.


I didn't mean to imply that following a tutorial was the best idea. I was just providing options (and suggesting that there are existing answers to a lot of questions).

#5288994 Implamenting a code

Posted by on 27 April 2016 - 03:31 PM

What have you tried? Using a popular search-engine I found this set of tutorials (first thing it returned) for, what appears to me, your exact dilemma, but if you want to figure it out with a little less guidance, then asking more specific questions and telling us what has and hasn't worked for you is going to help us best help you.

#5288939 My understanding for developing a video game, can I get some insight?

Posted by on 27 April 2016 - 11:07 AM


Both western languages, countries pretty much next to each other, should be alright.

Now try to translate a language of the Eskimos to a language near the equator, say Mexicans. Eskimos have a huge number of words for 'snow' https://www.princeton.edu/~browning/snow.html A concept alien to Mexicans. Already in English, you'll have major trouble doing the translation, as you simply cannot express every subtlety of the Eskimo snow words.
No matter how hard you try, it won't fit. In addition, any English reader will fail to understand the meaning that an Eskimo intends. The reader simply does not have a matching conceptual frame.

Computer languages are not different. Prolog can only reason about facts and relations, how to put an imperative object-oriented program in there? The concept "assignment" is already alien in it.
I don't see how that counts as "easily transferred".

Similarly, Lua has co-routines, how are you going to "easily transfer" that to assembly language?

I am not saying it can't be done, but I doubt that in general you can make easy transfers. If you can you're lucky, but it's equally possible that the semantic foundation of two languages are so different that it is better to start anew rather than trying to transfer your original idea.


So how do you think these languages work? Each language translate to what the computer understand. I'm not saying noise is language instead when you imply rules to noise you could create language because the rules would transform into some meaning. Every language is translatable that doesn't mean its a one to one translation. One concept that will blow your mind is the ideal that subtraction can be done with just add operation. The ideas are basic things you want to convey. You can should be easily able to translate. Also you mentioned Functional vs OOP here you going on a tangent OOP is not a language but the rule on how to use a given language same with Functional. For instance Procedure vs OOP, C is procedural and C++ is OOP but if one looks closely one can see that you can still implement the same program in any of the two languages. However, C++ might make it easier for some problems. Functional languages are built around solving a problem on the ideal of functional tuning. This isn't to say that procedural programmer can not learn the language and not be able to solve the problem procedurally. They could also learn an opposite program tackle it from another prospective. Prospective is what you having problems with and that is common because some people can see the smaller points and not the larger picture. If you study language you will soon see the whole picture of both small sub parts and large parts. As human continue to invent one must say how was it done in the past. We see that we hardly ever invent thing that bring new concepts not tried. We have cell phones but we can trace back to telephone then telegram and so on.


I'm going to say that a library is not the language you miss understanding what is language and what is created by the language. The language is the things that is allowed to be correct. the statements, the creation of variables, and other features.


CFG is how the language is parsed while this is what the compiler does but what else does the compiler do? It translates. CFG stands for context free grammar not all language are context free. But the cfg will make up the language. Lets look at English what constructs a simple sentence? Subject verb object. But you should ask what makes these parts different and there lies things called grammam rules.


On the one hand, I think that you're more or less correct, that you can technically write a program in one language and approximately port it to another language (there are probably exceptions to this, but it's not something I've looked deep into, so any clarification or examples of exceptions would be appreciated). BUT that does not mean that it will work in the same way or have anything resembling a similar layout or architecture. I think if you consider it more close to translating between a language like English and a tonal language like Mandarin, such that one phoneme can have multiple meanings based on the intonation. Yes, you can technically translate between the two, but the translator must have a mastery of both language-styles (tonal and... atonal?) to do so. As such, this is a non-trivial task.


You originally suggested that the translation from one language to another is primarily syntactic, which is where you are less correct. While syntax does differ between languages, many other aspects differ to an equal or greater degree. To assume that rosettacode can substitute practice and experience with a given language is farcical.


Edit: what happened to selective quotes?

#5288583 Total Begginer needs lot of advice

Posted by on 25 April 2016 - 05:55 AM

C# and Java are about as similar as two languages can get, and the differences between them may feel rather arbitrary for the early stages of learning the language. I learned C# first and making a game in Java has since been mostly a matter of determining what the syntax equivalents for C# methods are. There are some nuances that make C# more attractive to me (the ability to pass by reference, for example; edit: to be more clear, Java passes references by value, whereas C# passes references by reference), but I'm not sure how necessary I would feel that was if I had learned Java first. 


Ultimately, choosing between those languages is not going to be one of the more important choices in your life, and, if you like programming, it won't be the last time you choose which language to learn. They're both capable and they both do a lot of things, some things better than others, but they won't be the limiting factor on what you can accomplish with them for, probably, a very long time.

#5288341 My understanding for developing a video game, can I get some insight?

Posted by on 23 April 2016 - 01:23 PM

If all you care about is logic, then I think that something like Unity or Unreal or whatever engine in that vein will work for you. I've never worked with any of those (because that's not my jam) but if you look at the games that are made using those engines, you can see very clearly a broad spectrum of genre, complexity, and quality. 


As to your other questions: often times multiple languages are used on a project, but not necessarily all for the code that winds up being shipped. I know that C#, for example, is sometimes used to make tools for the developers that aren't released with the game.


A game map is, roughly, a series of vertices and the triangles that they form. How those triangles become a world that your character moves around in is entirely up to you, but generally involves collision detection and response, input handling and response, and whatever else you might need. This isn't even considering that the world is visible, which requires texturing and rendering all (or at least some) of those triangles.

#5288074 Question about adding bullets to arraylists

Posted by on 21 April 2016 - 09:19 PM

You've been asking a lot of questions lately, which is really what this forum is for, but it doesn't seem like you're figuring much out without our help. If you're going to be any sort of programmer (or any sort of anything, really), you need to figure out how to figure some of this out for yourself.


It sort of doesn't really sound like you have a good enough understanding of programming in general to start making games. Even simple games (pong) are fairly complex compared to what a lot of for-beginners tutorials and books teach you. It might be worth at least having a general understanding of how to solve these problems on your own: using documentation, for example, to at least make sure that you're using your tools correctly before you ask others to figure your code out for you.


We've all been beginners, and all of us are beginners at something. You're not going to improve, though, if we keep finding your bugs for you.

#5287660 Face Explosion Effects

Posted by on 19 April 2016 - 03:01 PM

That example shows, essentially, a particle explosion coincident with the removal of the "bad-guy" image. This looks pretty decent because all of the images they're using are solid colors. If your monster faces are more than one color, I imagine you could get a similar effect by sampling a few of the more prominent colors used in each image and coloring your particles accordingly.


For the actual particle explosion, it should be fairly easy to find information on setting that up (look up 'particle system').

#5285865 Is it good practice for game development to learn multiple languages?

Posted by on 08 April 2016 - 12:22 PM

Learning how to make a game is going to be largely the same across languages. The specifics of how many of the parts work, or access memory, or what-have-you might be very different, but something like a finite-state-machine or a straightforward game-loop. Learning a language can be an endeavor all on its own, and adding learning a language to that amount of work can definitely affect the outcome of both efforts.


That said, people have implemented pong and breakout games using SFML before, and I'm sure with Allegro5, too. I think it's important to understand what about those were difficult for you.

#5285238 I need help with having multiple player objects please!

Posted by on 05 April 2016 - 05:38 AM

Programming can be difficult, and failure can be a part of that. Part of being a good programmer, though, means being able to fix the problem without starting from scratch. It sounds like you put some work into this project (pathfinding, health-bar, etc.), so it might be more worth your time to get the project to a working state instead of starting over. A lot of first-projects don't make it very far, as that is a time when we're learning the most (first time implementing features, making a complex game, etc.) and that's ok. But, you're going to be a lot better off if you can figure out what your problem is (because, chances are, you're going to run into something similar again, and having it not be a first-time-dealing-with-that-situation situation will be really valuable) than if you give up and start over with the idea that you'll do it right next time (which, because you didn't solve your problem the first time, you probably won't do).


This also seems like a good time to mention source-control: do you use it? Something like SVC or Git would make it much easier to go back to a point when things were working (even if not exactly how you wanted them to) to try to solve your known problems in a different manner.


Good luck!

#5280796 Game Development Resources

Posted by on 11 March 2016 - 06:23 PM

I'd like to add to what Alberth said and just suggest that, depending on what type of game that you're looking to make, there can be other, easier & faster, options. Programs like GameMaker Studio, RPG Maker, and Construct are all tools to help people make the games that they want to make. Sometimes they're the right tool for the job and sometimes they need to be extended (I think all three of those can be used with some scripting language or another) but might be a good starting place for you to build your game.


Best of luck on your game-developing adventures.

#5280373 Regarding assembling a small team just for practice.

Posted by on 09 March 2016 - 08:58 AM

you could always post it to the forum and let us see what's wrong.

A lot of people seem to use these forums for this, and that's great and I would recommend it if you find yourself struggling again. Just remember that you have to put in the work; coding, whether it is easy or hard, takes time to learn, to master, and to practice. Importantly, you'll probably never stop learning, and to "master" a language can mean not having to look at documentation often (but still looking sometimes).

#5280291 Regarding assembling a small team just for practice.

Posted by on 08 March 2016 - 10:17 PM

I'd like to add to Norman's post by asking what caused you to give up on all of those languages? I think that's an important answer to have before you go looking for a group to share your experiences with. 


That's not to say that you shouldn't try, but that you should have some idea of what adversarial elements you bring to your own success.

#5277938 Making a camera

Posted by on 24 February 2016 - 01:17 PM

In order to answer this, it would help to know how you're making your game. Is this in Unity or some other engine? Are you using a framework like Monogame or Libgdx? Are you handling the graphics through an API like OpenGL or DirectX?


I can say that a moving background texture is often used in games like Raiden to simulate movement when actual movement isn't necessary.

#5277528 Completely New, Where to Begin?

Posted by on 22 February 2016 - 09:06 PM

I absolutely agree with Servant of the Lord. 


Of note, though, if you are interested in learning more about how to put something like that together, this book is supposed to be on the horizon. I don't know how it's going to be, but the same guy wrote C# for Serious Game Programming (or something like that), and I thought that was pretty decent (I actually use some of his code for really rudimentary things in my "engine").