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Member Since 16 Feb 2013
Offline Last Active Aug 23 2016 01:38 AM

Posts I've Made

In Topic: Game themes

07 July 2016 - 09:23 PM

I remember playing a chess computer game long ago that was Lego themed. All of the pieces were made out of Lego, and different cutscenes played when capturing a piece (depending on which piece captured which). Is this the kind of thing you're talking about?

In Topic: What Language Is Best For Game Programming?

07 July 2016 - 02:22 PM

Well, if you really just don't know where to begin and you need advice on where to start, then learning C++ is probably your safest bet, especially if you plan on doing game development as a profession. C++ is widely used in game development for everything from small indie games to AAA titles, so there are tons of resources out there for creating games with it. As long as cross-compatibility is kept in mind when creating the code, little effort is needed to compile and run your game on different machines, including Windows, Mac, Linux, iOS, Android, and more.


For C++ tutorials, here is a video series aimed at absolute beginners: https://www.youtube.com/playlist?list=PL1D10C030FDCE7CE0


Here is another C++ tutorial which focuses on using it for creating games: https://www.youtube.com/playlist?list=PLSPw4ASQYyynKPY0I-QFHK0iJTjnvNUys


For written tutorials, here is a great series (which is also great for reference): http://www.learncpp.com/


You'll need to use an API for handling input and rendering graphics, so I recommend using SDL due to its cross-platform support: https://www.libsdl.org/


And here is a tutorial series for setting up and using SDL: http://lazyfoo.net/tutorials/SDL/


After going through all those other resources, you may also want to check out this series which uses C++ and SDL to create a game from scratch: https://www.youtube.com/playlist?list=PL006xsVEsbKjSKBmLu1clo85yLrwjY67X


I hope that helps you get started!

In Topic: Learning to write music faster!

07 July 2016 - 01:06 PM

In my experience, the best way to improve your speed at composition is to improve your skill at improvisation. In other words, you should practice making up complete ideas on the fly on your instrument of choice - in real-time and without stopping to write it down. A keyboard instrument is preferred for this as it will allow you to improvise a few musical lines at once to fill out the harmony. Once you're pretty good at improvising well-crafted music on the spot, then it's just a matter of remembering what you played, writing it down afterwards, then arranging it for the intended instruments.

In Topic: Do you usually prefix your classes with the letter 'C' or something e...

27 May 2016 - 10:34 PM

The real question is, do you prefix your structs with the letter 'S'?

In Topic: is this much importatnt to have a strong fixed gdd?

11 July 2014 - 11:15 PM

The primary use of a game design document is to clearly communicate the overall plan for the game to everyone in the development team, as well as to the publishers. It's suppose to cover things such as main gameplay mechanics, story, visual art style, user interfaces, target platforms, etc. Since this is a document used for general communication, it shouldn't include all of the nitty-gritty details (e.g., how much health a certain enemy has, or how much an item costs to buy). Those details would be in a separate document - likely a collection of loose papers, sketch pads, note books, etc. Before you even start creating a GDD you should have already created a prototype of the game, and you should already have a bunch of ideas written down on paper. The GDD is created only when these ideas have gone through some initial testing and the overall plan for the game is becoming more solidified.