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Poigahn

Member Since 05 Dec 2012
Offline Last Active Nov 22 2014 05:51 AM

#5143035 Starting up

Posted by Poigahn on 29 March 2014 - 05:17 AM

  Writing Games and Programming Games are 2 different subjects that go side by side.  While skipping simple Games such as Tic-Tac-Toe and jumping to a RPG is a leap, it is also a choice in doing something that might keep you motivated.  Using RPG Maker is along the lines of writing a game,  where you enter in all the rules and date that would make your ideal RPG game work while using someone else's programming skills to make it happen.  That would be like telling Tom Clancy your War/Conflict/Spy story and having him writing it.  ( Albeit at this point he would be a true ghost writer. )

  If you already know C++ and you want to do Game Programming ?   Your next step is to decide 2D or 3D and Pick up a book focusing on those Game programming subjects. 

I personally think a 2D book focuses more on the Game Programming side of things and the 3D books focuses more on the Graphical Rendering of 3D Objects.

Check Out Amazon.com or BarnesandNoble.com for titles like Game Programming For Teens, Game Programming : All in One, 3D Game Programming.  Be Careful in selecting your title, Not all books use C++,  Some use Visual Basic, TorGue or some other language.

  Now on to writing your own Game.  Most of your programming is going to involve non-graphical functions, Start by learning those.  Build a console text-based game, even start with your RPG.  All of your cout statements will eventually convert over to your graphical Rendering Functions.

  My First Game was a Text based American Football Game.  I created Data Cards for the Players,  Rolled a few Dice,  crossed the Dice Roll with the Data Elements,  Referenced a Game Play Chart,  Moved the ball if needed,  Tracked Field Positions,  Updated Downs, Scored, Tracked Time  and so on.

 I built my game 1 Function at a time.  Each Function was Just Named Above.

 

  Good Luck and Happy Programming




#5135860 I need some advice for my game?

Posted by Poigahn on 02 March 2014 - 09:53 AM

  You may be a long way from publishing, so those thought should be placed on the back - burner so you can concentrate on your game design and implantation first.

You do not have to be a one man (Teen) on this adventure at your age, Unless you are totally obnoxious and have absolutely no friends.  You should be able to find enough male and Female Actors (Friends whom may find this project fun and would be willing to help with voices and ideas for a verbal script).< Maybe even game direction>

  I am not familiar with the game so commenting on that.  But based on what I think you want to do, In side scroller mode I would keep things as a text based based communications.  When an event is triggered, then you can go to a background noise / sounds with the voices providing intrigue and prompting.

  Mixing a audio & Text script could be a challenge on the design side.  Use audio to set-up the situation and text to provide interaction with the player. 

Example :  Audio in a Tavern " I hear there has just been a murder at the Quiggly Hotel"

                 Player Prompts : 1) Ask Where is Hotel  2) Ask Who Got Murdered  <And so On >  Response to 1 "The Quiggly Hotel is located at 3rd Street and Main Ave

  Response to 2 "One of the guest, a Movie Star Actress Named Anna Marie

 

The rest is now up to you.  But that is my opinion




#5135853 What makes a game fun

Posted by Poigahn on 02 March 2014 - 09:36 AM

Game Speed is another factor for game play.   A Racing game should feel like a racing game where reflex is important.  Code should feel responsive to the players actions.

For me this holds extremely true to certain type of role playing games.  FPS and Fighter Simulations Code should feel like when you pull the trigger or through a punch, the game code is responding immediately.

Strategy, should keep to a turn based system.  Real Time Strategies (RTS) with an Artificial Intelligence (AI) player tend to favor the software as levels progress, I usually lose interest after the 5th or 6th level once progression has been stopped.

  Games should Challenge The Player, If Failure is part of the game design then so be it. If your game has a linear design where certain task must be completed within a certain time period 100%, then that is a poor game design. Although let us say that you only have to complete 75% of those task in order to progress then that is challenging.  When Failure then happens, which will stop game progression, the player could restart play, do something different, continue on to see how many of these task are completed, then when time is up if the player obtained at least 75% (They do not have to know) then game play can continue.

  Here is the catch, and challenge to the game designer / programmer... If the player needs a key to unlock the door, but did not get the key in the previous step, but did achieve an 80% completion rate to advance, you should design a system where the player can get that key later.  Give the player say 3 chances to get the key.

  I think if this is done, for me at least, it will not only challenge me, but keep my interest as well!




#5135364 To school or not to school?

Posted by Poigahn on 28 February 2014 - 07:52 AM

  All of the above responses are appropriate.  There are several Factors to consider in making a decision on School or Not to School. 

Here are a few Presented in no specific order!!

 

  •   Your Ultimate Goal - Work for a Larger Company = School - Be an Independent = Can go either way.
  •   Money!!  Can you afford school and is school Available to you ?
  •   Time. Do you have it .
  •   Motivation.  Do you need to be pushed and pulled to get it done ?   Or can you stay focused and learn on your own ?
  •   Mental Ability.  If you have a question, do have the ability to answer it yourself ?

  Myself, Personally I attended a few classes on computer programming as an elective in pursuit of another degree.  Then I followed up on programming as a Hobby.  I know write Small Business Applications and Games for personal Pleasure that I sometimes give to friends.  Although I make money off of the Applications, The whole programming thing for me is still a Hobby.

 

If I had it to do again, knowing then what I know now I would say to attend at least and Intro to Computer Programming Class and at the same time buy 2 books.

Book 1 - Learning how to program in a language

Book 2 - Learning how to game program in the same language.

 

This way you have a little formal training - If you like it continue, and a little self-taught experience as well




#5135358 I need a Simple IDE for practicing programming.

Posted by Poigahn on 28 February 2014 - 07:15 AM

Selecting a Simple IDE really depends on the goal you wish to achieve.  There are many out there.  Some require compiling before executing and others allow you to run without Compiling.  Microsofts Visual Studios  Allow you to run without compiling, Both in Basic and C++.  For Form Based Applications I use Visual Basic.

 

  For Hobby Purposes with some games I Use Blitz,  either BlitzPlus or Blitz3D.  All are free for downloading from either Microsoft or BlitzBasic websites respectively.  Blitz comes with a reference library and enough sample code to get you started.




#5134421 Programming Textbook?

Posted by Poigahn on 25 February 2014 - 08:46 AM

Everyone likes to think of creating a book to cover the things that the standard book is not covering.  This problem causes even the simple plans to write a simple "Tell All" tutorial to become massive.  The best "Self-Teaching" guide to programming book I ever used was written in the Mid 1980s covering the then Pascal Language.

I do not recall the title but it covered Turbo Pascal 5.5.  To me, it was the Layout of the book that allowed it to be concise and useful.

It was laid out like a dictionary/reference book.  Each Keyword had it own little section in alphabetical order in the book.  Words Like Private and Public were in separate sections entitled Private and Public.  Although Similar their purposes are different.  After reading about 1 the reader was directed to the next logical step in learning the Language.

  Once it was time to learn about graphics, the reader was then directed to each section in progression to learn all the graphical commands

Again the book was laid out as a reference book, so anytime the reader need a refresher they could simply turn to the section Titled Graphics or Put, Get, Class or any other command for a quick refresher.

  this format also seem to cut out allot of the un-needed author conversation and did present straight forward code demonstrating the Command in use.

 

Maybe try this approach




#5128392 How much planning do game programmer before writing a single line of code and...

Posted by Poigahn on 03 February 2014 - 05:29 AM


This is exactly my point. The mental image you have constructed tells you to have the arrow pointing one way, while my image tells me it should be pointing the other way. I think the arrow should indicate what is being taken, but you think it should indicate what is being given.

This is the point of this thread.  Everyone will have separate opinions on how things should be.  This is fine as long as you are working alone, you can have things the way you want.  While I respect your point of view, you should also respect mine.  As part of a team, the direction of the arrow could be part of the planning discussion.  If the group decides, based upon your vast experience, (which I am willing to concede) or your leadership qualities that having the arrow point your way is better, I am fine with that.  If not then maybe I should not be part of the team.

  This is why you need to have team meetings,  everyone needs to be on the same page, or you will be singing 1 song while the choir sings another.

In the end, it is all positive.




#5127913 How much planning do game programmer before writing a single line of code and...

Posted by Poigahn on 01 February 2014 - 03:23 AM


This is one of those questions that should never be asked.

If a leader never ask for input, Then they never have any opinion or idea other than their own!  I think all of his questions are relative, Maybe not to me but definitely to the asker. Thus, no answer given should be taken as final, just food for thought.

  When working on any project, after the project is defined, I like to make notes on a large index card for different parts.  As with most games, you will find a core set of functions and data parameters.  What comes to mind in a roleplaying to me first are the PCs & NPCs.  Figuring out what they can and cannot do will help define some of your programming requirements ( 1 small step ). By putting these definitions onto 1 or 2 index cards you begin to develop some flow.  < At least this works for me!  You will have to find what works best for your team, this may be a "Trial & Error" type system.

  Older programming teams used to develop a "Top Down" program Flow Chart.  I find now, for me, a core design with many outflows and returns type "Road Map" presents a better representation of a program, Like the Circle of traffic flow around the "Arch de Triumph" roadway in Paris.


In a UML diagram, arrows point the wrong way.
A base class points up to the class that inherits from it.
Whose idea was this? How does this make sense in any universe? “I inherit from you, thus I take properties from you, thus the arrow should point from me down to you.”

 Maybe I am reading this wrong, but is this not the same thing, with the flow pattern inverted.  If I inherit from you, should not the arrow point from you to me ?


Since I never worked on a team before, understanding how a team of programmer works in terms planning and approaching the codebase design of a game would be super useful to me. It would probably make me a better programmer so my code can actually work well with the other programmer codebase

Everyone will have strengths and weaknesses and their own ideas.  When working with a team, and leading a team, I think it would function much better as a team if everyone feels they were able to contribute to the team.  Get input and ideas from everyone.  Discuss everything.  Keep an open mind!!  Come to a consensus, Not everyone will get want they want, but if they feel that they were at least listen to, they will more likely give a better effort.  Remember, the team leader has they final say on what direction to go.

  The Team leader should also be ready to take "Full Responsibility" for anything that goes wrong, and "Share Credit" for when it goes right.




#5105899 Help with Glut in Dev-C++

Posted by Poigahn on 31 October 2013 - 04:16 AM

Did you down load into the Dev C++ folder ?

 

Verify where it is on the Disk Drive and make Certain that folder location is referenced in your Project Settings




#5104660 Globals usage in tutorials and elsewhere.

Posted by Poigahn on 26 October 2013 - 04:54 PM


So, a number of factors go in to writing sample code in books that arent a factor for day to day programming. What you do not do however, is make global loop counters!

I did not say I use Global Loop Counters, I said I use Global Variables as a Loop Counter.  There is a difference.  Apparently All of you brainiacs do not seem to think the others are capable of doing / and controlling something you can not.

  I have been programming in various languages for 25+ years, albeit simple apllications not games, maybe there is a difference.  But I never had a problem with my use of globals and the way I use them.

  Look beyond your own experiences and realize that something can be done differently and effectively.  Maybe I have an advantage, I code alone. so my usage of globals is well known be me.




#5104497 Globals usage in tutorials and elsewhere.

Posted by Poigahn on 25 October 2013 - 06:23 PM

OMG - This was just a simple opinion on the use of Global Variables.  I have come across some languages that the only way you could use arrays was to make them global.

This was by the design of the language, not by choice.

  Besides,  to globalize or localize is a personal programming choice in most cases.  Normally dictated by the size of the program and their use.

  But I guess my original comment on this became a game of hangman's Noose




#5103662 What steps?

Posted by Poigahn on 23 October 2013 - 05:42 AM

Although the book uses C++ with Allegro.  It does have a good amount of what you are looking for.  Game Programming all in One.

 

I will say that each book I have read on the subject of Game Programming and Graphics, each takes a different approach.  Variations use different languages, different Graphics Libraries and So on.

 

  Other Books would be  Game Coding Complete,  DirectX through Visual Basic.  < This one uses VB6, which I know is antiquated, I mention it only because of the ideas and if you are good at C++, then translating the code from VB6 to C++ should not be a problem since there are few variations.

 

I would also keep in mind, that these books give you only the basic ideas.  To fully develop what you may have in mind is going to take you applying yourself and trying things you have learned and expanding the code / ideas in the book.

 

  Years ago I purchased Game Programming for Teens in Visual Basic. < This also Deals with VB6 and DirectX.  This Book Shows you how to build a Fantasy RPG.  the RPG is very "Basic".  No Magic Spells. No Searching for traps and So on.  It does show how to make 2D maps and includes animated sprites to get you started.

 

Good Luck.  Happy Coding.




#5103550 How do I go about starting my idea?

Posted by Poigahn on 22 October 2013 - 05:58 PM

Starting with small games and completing them is a very good motivater.  Starting off, stay simple.  Until you get used to how to make a game itself, stay away from graphics.  Graphics is a whole new school of learning.  I usually start off a new game ideas by building all of the functional code for the game and have all the output done in text.  Then I add the graphics.

 

  Here is a simple idea.  Paper - Rock - Scissors.  Very simple with some decisions to figure results.




#5101338 New to game programming need advice

Posted by Poigahn on 14 October 2013 - 12:06 PM

I am currently doing the samething you are in exactly the same to areas.  So this is what I am doing which seems to be helping me.

 

In C++  :> I am taking code that I wrote in another language and writing it in C++.  I am taking Blocks of code that are related that I know work, and I am making them work in C++.  Here I am focusing on text only at this point so I can focus on learning the C++ language and how it relates to my game code.

 

In Allegro  >  Here I am focusing on learning implementing the Allegro Library and Puting images on the screen.  Next I will look at creating my Animations sequences in the 2D format.  I am using images from the same game, so that I know they work.  This allows me to focus on presenting these images and the animations, without  slowing myself down by worrying about the gaming code.

 

Once I am comfortable with working with both seperately then and only then will I combine the 2 together.  That is basically how I handle all my stuff.  By focusing on 1 aspect at a time, then copy/paste everything together.




#5101263 Should I Redesign and Start Over?

Posted by Poigahn on 14 October 2013 - 06:02 AM


one of the first things that I will ask is to see the person's very first game and then ask the coder if he or she felt that they had completed it. For the first several games, I look at completion as being more important than skill since the coder was a beginner after all. I will be looking for evidence of mental toughness.

The ability to be able to follow through to the end some thing that was started, is a very important quality in a beginner in programming.  After all, if you tend to quit because something is not going your way, or not the way you anticpated, you will always be a biginner.


my college teaches that even organizations have to end projects unsuccessful, making a Closeout document and learning from their mistakes if they are any good

Unfortunately the U.S. Government never attended your college.  Maybe the President and Congress should apply for a Government Student Load and Attend your School.  Enough on Polotics.  I personally feel that any school that teaches that type of philosophy is also teaching a self-defeatist attitude.  As a group, if a project has to be abandoned for whatever reason, it  maynot be the project that has failed, but the team itself.  Groups should be able to identify what is not working, (bad code or bad people) and make the proper changes.

  My largest project took me some time.  The initial code worked perfectly for the customer as it was designed to work.  When asked a year later to expand on that project to extract different information from additional input that all worked with the original code, I hit a mental wall.  I could not finish it.  I did not quit.  I brought in different help for a different perspective, which got the project done.

  It was not the project, I knew that, it was the members on the project unable to wrap their head around how to complete what the customer wanted.  Including me.






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