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Member Since 04 Jan 2013
Offline Last Active Sep 01 2016 08:41 AM

#5271902 Things you MUST learn before coding in games?

Posted by on 19 January 2016 - 04:45 PM

When you say '2D layering', are you talking about something more complicated than for e.g. background art made up of different image layers (so that they are independent of each other and complete a picture), or is there some context to that I'm missing?

#5271893 Things you MUST learn before coding in games?

Posted by on 19 January 2016 - 03:31 PM

I mean concepts like 2D layering, parallax scrolling, cartesian coordinates, etc.

Are those by any chance things I should know about?  

#5271769 Which type of sounds you are looking for most ?

Posted by on 18 January 2016 - 06:36 PM

As a sound designer I would say I only 'need' sounds I can't create myself (or at least not to a certain level of production).  I suppose the answer has to be dubstep drum samples.  Outside of that I'd be interested in the sound of a tokay geckos mating call because you really can't plan a studio session for a tokay gecko to do that.  

EDIT:  This one ain't bad actually 

#5271767 Things you MUST learn before coding in games?

Posted by on 18 January 2016 - 06:27 PM

The best way to learn conventions and common patterns is to read code made by others, by writing code (and rewriting it for improvements), and getting your code reviewed.

Definitely!  I learned a considerable amount from reading through the source files of an open source library I was using.  On the other hand, I feel that without a complete understanding of how the (or any) entire library works, one might be lead to incorrect assumptions or confusion over /why/ code has been structured in certain ways.  

I'm really looking for theoretical topics to study here though.  For e.g. I had trouble with including header files at first for a couple of reasons, but it can be boiled down to this...

What I knew:  typing #include 'myheader.h' will make the code from my header work in the scope of this piece of code
What I didn't know:  ANYTHING about linkers.  

This meant that when one of my included files didn't work, I didn't know how to troubleshoot the problem because I lacked core theoretical knowledge.  I think there are probably similar gaps in my knowledge - I'm just not sure what they are.  All I really know is how to code inside the C++ box, but I lack most knowledge at a lower level. Coming into game programming I at least want to make sure I know how to keep things as optimized as possible and not create any bottlenecks at runtime.  That's all I'm really looking for! 

#5271452 GAMES with truly inspiring SOUND DESIGN

Posted by on 16 January 2016 - 03:22 PM

The Park.  Very immersive game in general; the sound compliments the experience perfectly but is not so intrusive that you notice how good it is until after you've played the game.  

Check it out: http://store.steampowered.com/app/402020/

#5271449 Things you MUST learn before coding in games?

Posted by on 16 January 2016 - 03:16 PM

Hi!  Just looking for some tips...

I've been learning to program for about a year now, but I come from an audio focused background.  My experience includes making a simple game in Unity using C# and some audio specific programs in C++.  I'm trying to focus more on indie game development now, so I was hoping to broaden my knowledge of programming here.  This would cover all aspects of game development.  I do not need to write my own game engine as I am content with Unity and Unreal for my purposes. 

Specifically I'm looking for a list of key topics to read up on that anyone who intends to make their own games should know about.  For e.g. I know nothing about 3D math because I'm able to build visual geometry using the Unity or Unreal editors without code - I'm not sure whether I ought to learn about it?  Other topics I don't know much about might be general software development concepts or conventions.  An example of something I had trouble with coming from an audio background was understanding how to #include header files, and how linkers work.  I felt when learning about these subjects I was lacking more basic fundamental knowledge, and found it hard to grasp how all of my individual code files were working together.  I'm fine with programming logic, but I could really use tips on how to structure my code according to accepted conventions.  

Anything you can think of that I should know about is worth suggesting.  I'll be able to read up on the subjects in my own time if you could simply suggest keywords to read up on and why the topic is important.  Thanks!

#5253962 MIDI file experts needed!

Posted by on 25 September 2015 - 03:25 AM

Sigh...I don't know how else to say it so I'll just say it.  I forgot to put .mid after the file names, and for some reason the code ran anyway, and I got tunnel vision on the whole thing.  I feel quite silly indeed...  


... ಠ___ಠ
Also, please don't use windows notepad to compare binary files. You may get better results with a hex editor such as HxD.

Pretty new to coding so making all kinds of stupid mistakes. Thanks for this though - sounds good!

#5238581 MIDI in games

Posted by on 06 July 2015 - 04:17 AM

Well, /someone/ doesn't share my vision. tongue.png   The reason I want to use MIDI is for its ability to store musically meaningful data.  There is surely no better protocol that exists.  Every aspect of music composition is important to me here - the bar, the time sig, the key sig etc; MIDI can handle all of that for me.  My game has to be able to say "change the 2nd chord in bar 2 to the next inversion of its self", or "replace this bar of music with a music bar created from data based entirely on user input" for e.g.  This is the level of musical control I'm exploring.   I suppose it's hard for me to explain the idea, but I've thought about it a lot and I'm definitely using MIDI for this.  If anything, I'd have to write my on sequencing protocol if I weren't using MIDI. 

#5238199 MIDI in games

Posted by on 03 July 2015 - 09:55 AM

Is MIDI used much in games anymore?  I have a game concept I intend to create that will involve using realtime processing of MIDI to create the music in game.  I'm just not sure what I'm going to do when it comes to the sound synthesis, because most default MIDI playback sounds awful.  I recall learning that older consoles used hardware chips for sound synthesis, but I don't know if consoles still use hardware that can play back MIDI. I fear this means coding a whole sound engine...


Just looking to start a general discussion with this one :)

#5207402 Education vs Industry Experience

Posted by on 29 January 2015 - 05:12 AM

I think so (I'm awaiting details on that), although, I'd have the intention of seeking further work in the games industry without the need to return to university.  In essence, I'm wondering whether I'd be any more or less likely to be hired without a degree, if I had a years industry experience under my belt instead.  It's hard for me to gauge how much of a risk I'd be taking.

#5207396 Education vs Industry Experience

Posted by on 29 January 2015 - 04:52 AM

I'm wondering if those of you who have industry experience could share your thoughts on whether it's worth taking a job and dropping out of college/university?

 In my specific case, I would be considering dropping out for a years contract as an environment/ambiance sound designer.  I won't name the developer, but they are a highly regarded and stable company.  It's just a question of the position I'd be in after my contract ended; will it matter that I had not completed my degree if I aim to seek more work in the games industry thereafter?

*edit - The studio uses Unreal4 and Wwise

Thanks guys! smile.png

#5163876 Can someone help me write a program?

Posted by on 30 June 2014 - 12:09 PM

If you ever want to learn the basics and make some simple games on the way there's a really good tutorial: 

Thanks for the help.  It seems like you tried to post a link to this tutorial, but it's not displaying (at least for me).

#5163739 Can someone help me write a program?

Posted by on 29 June 2014 - 06:41 PM

Thanks Bacterius!

#5163736 Can someone help me write a program?

Posted by on 29 June 2014 - 06:20 PM

 I have a friend helping me too, so I should be fine to work on it myself.

I would like to run it on Windows.  The display format of the text output doesn't matter as long as it can be read, and that the colour relationships can be editied.

Well, here are what I think would be the steps:

The relationships between colours and letters are defined

A process is written for outputting a coloured version of the input letter

The program scans the full text input letter by letter


The program outputs the the new text, letter by letter.



** As I wrote the above, my friend actually just offered to write the program quickly and leave comments that would help me understand it.  I appreciate your help, and I still intend to follow up on what you said though.  That 'core skill of programming part'  actually makes a lot of sense.




#5163724 Can someone help me write a program?

Posted by on 29 June 2014 - 05:17 PM

I'm very new to programming; I basically understand the concepts of how it works, but don't know the methods or the languages.


I'm wondering how advanced I would have to become at programming to create a program which could read text files, but display letters in defined colours. For example: The program would load a text file that says "Hello world" and display the words "Hello world" with every letter 'o' being blue, and every letter 'l' being red.  I picked those colours at random for the example, but the idea would be that the program would allow you to select the colour to letter relationships yourself.  Having to actually edit the code to change those relationships wouldn't bother me if I knew how to do it though.


From what I've read about programming, I can't imagine this would be an incredibly complex task.  


Any advice on the subject?  Know of an existing program that does this already?  I need your help!