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

#5299672 What Language Is Best For Game Programming?

Posted by on 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!

#5299662 Learning to write music faster!

Posted by on 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.

#5293892 Do you usually prefix your classes with the letter 'C' or something e...

Posted by on 27 May 2016 - 10:34 PM

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

#5166345 is this much importatnt to have a strong fixed gdd?

Posted by on 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.

#5155747 best way to make game difficulty in video game

Posted by on 24 May 2014 - 04:49 PM

Objective based FPS games such as GoldenEye 007, Perfect Dark, and TimeSplitters handled different levels of difficulty in similar ways. In harder difficulties, there were often more objectives that had to be completed. Sometimes this completely changed the way one would progress through a level - TimeSplitters in particular often placed the level exit closer to the starting point on easier difficulties so there were portions of the level you would only see on the harder difficulties. Also in all of these games, guards were given slightly more health, their reaction speed increased, their accuracy increased, and they did more damage. Pickups also were different - on easy difficulties, ammo is not a problem and guards drop plenty of it, but in harder difficulties ammo becomes a scarce resource that you must carefully manage. Harder difficulties also had fewer body armour placements.

#5155173 SDL IMG_LOAD not working with DLLs

Posted by on 21 May 2014 - 11:51 PM

I researched and found I needed more dlls, so I placed all the Image dlls in the debug folder, but no luck.


Have you tried placing the .dll files in the same folder as your header and source files? Placing them in the debug folder will only matter if you run your game from application file in that folder.

#5152939 Total noob question about starting out creating 2D graphics.

Posted by on 11 May 2014 - 05:02 PM

I would also recommend looking into GraphicsGale. It's specifically tailored for making sprite art of this sort and it comes equipped with features for creating sprite animations.

#5152244 Free font creator software?

Posted by on 08 May 2014 - 01:59 AM

I recommend checking out FontForge. It will probably suit your needs.

#5148282 Jetpack idea...

Posted by on 19 April 2014 - 10:06 PM

Funny, I was about to mention the jetpack from Shadows of the Empire as well. The jetpack in that game had a limited amount of fuel. While in use the fuel would deplete, but when not in use it would slowly recharge. Consider using a similar mechanic. It prevents level design from being tossed out the window due to the player having too much freedom of movement.

#5147031 Good step-by-step development tutorials/books

Posted by on 14 April 2014 - 09:10 PM

Unfortunately, that Reconstructing Cave Story series is probably the most detailed tutorial you'll find for step-by-step game creation. Although much more simplistic, you may want to check out the Snake tutorial on this website if you haven't already.

#5140537 Writing a RPG Protagonist: Pre-Defined or Blank Slate?

Posted by on 19 March 2014 - 10:21 PM

Is the development of the personality of the player's character necessary? The other option is to make the player's character a bystander who is witnessing the events of the story unfold - in other words, the player's character isn't a key character in the plot. In this case it's best to let the player customize their character. There are quite a few RPGs that do this, and often the player's character is "silent" - there is no dialogue from them although you can still interact with NPCs. This can often make the player feel more connected to their character since it allows them to superimpose their own personality onto this "blank slate", rather than forcing a bunch of predefined personality traits onto the player's character.


There is a similar device used in literature. Sometimes the story will be told in first person from a bystander who is not the main character and does not play a large role in the plot development. He is just there for narration. A great example of this is 20,000 Leagues Under the Sea by Jules Verne.

#5138297 Drawing a singular (or selection of) pixel(s) onto a screen using SDL2

Posted by on 11 March 2014 - 09:19 PM

I believe this is what you're after: http://wiki.libsdl.org/SDL_RenderDrawPoint

Make sure to set the colour with SDL_SetRenderDrawColor first.

#5137162 Switch or Not?

Posted by on 07 March 2014 - 11:57 AM

I haven't made any of those "here" and "here" and i've said that before.
The 6 months part is for first learning and when i'm done with that i'll start physics and maths before i do the "here" and "here". How won't i know that physics and maths increases your problem solving skills?


Are you sure this compartmentalized way of learning is effective? What benefit is it to focus on one area for six months then switch to a completely different area for the next six months? You should be learning a bit of everything in that time frame. Many of the simple games mentioned here do not require complex math or physics - you can start making them right now. Furthermore, what good is it to learn physics and math in isolation? You'll want to apply what you've learned to an actual project - that's how learned concepts will really stick.


It seems like you think it's necessary to know absolutely everything there is about C++, graphics programming, physics, and math in order to make even the simplest of games. Making games is part of the learning experience, it's not simply the product of having learned everything else first.

#5137022 Switch or Not?

Posted by on 06 March 2014 - 06:12 PM

I will still stick to directx.
You obviously like 2d more than i do because before this thread i didn't doing 2d (i don't have a problem with it, i just prefer 3d games)


For the sake of learning, you should really make several simple 2d games before jumping into 3d. 3d complicates things, not just graphically but with physics and game logic as well. And I would advise against using DirectX for the time being. Yes, it's a powerful API in its own right, but it's less user friendly to the novice user who's just getting into game development. APIs such as SFML and SDL abstract away a lot of the complex code you'll have to deal with in DirectX, making the learning experience a lot less frustrating. You can switch back to DirectX when you gain more experience.

#5136713 Switch or Not?

Posted by on 06 March 2014 - 12:21 AM

Cin >> isn't for input in a gui?


"Cin" is the standard input stream which simply retrieves characters (from the keyboard, by default). In graphical games, you will not be using the console window so you won't be able to retrieve input this way. In any case, "cin" just retrieves characters and requires a termination (by the user hitting "enter"), making this method of input unsuitable for real-time games where you want actions to be performed by holding down keys.