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jbadams

Member Since 25 Sep 2002
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#5046438 found an amazing programming tutorial conglomeration!

Posted by on 25 March 2013 - 12:31 AM

Just a warning, and I'll preface this by saying that I'm passing on what I've heard from other developers -- albeit very experienced ones who's opinions I trust -- rather than my own experience, but...

 

From what I've heard, although TheNewBoston is pretty good at the teaching part of things and is very prolific, he apparently encourages some bad practices and sometimes provides incorrect information.

 

 

While I wouldn't go so far as to actively discourage watching the videos if you find them helpful, just take the material with a grain of salt and be sure to supplement your learning with other sources so that any misinformation is corrected.

 

 

His tutorials have also been discussed a number of times previously, so if you search our forums you should find further discussion/ more information.

 

 

Hope that helps! smile.png




#5046197 Physics Question - How does thrust and mph work?

Posted by on 24 March 2013 - 06:13 AM

I'm just going to punt this over to our Math & Physics forum. smile.png




#5045588 pacman sound effects copyrights and ghost image

Posted by on 22 March 2013 - 07:09 AM

They are protected by copyright, and therefore shouldn't be used without permission even if your game is free.

As others have said, if it's for a personal project you don't intend to share or show off it doesn't matter, but otherwise you would be at risk of being taken to court.


#5045557 Hi I'm Doni......................................

Posted by on 22 March 2013 - 03:38 AM

Enough bickering kiddies. cool.png

 

Franky:  You can follow the same rules as everyone else, or you can leave -- your choice.  Personally I think our community is generally pretty friendly and that you can get a lot out of it if you approach it the right way, but if you don't think it's valuable no one is making you post here.

 

You've had the rules explained to your clearly, and they were also available for you to read before you initially posted had you elected to do so.  If you'd like to follow those rules -- just like everyone else -- then you're more than welcome to share your music, and I'm sure you'll get some useful feedback and perhaps make a few new contacts.  If you don't want to follow the rules or don't think this community has any value then don't waste your time and ours by arguing.  It's completed up to you.

 

Timmy: You're not really helping by engaging in childish argument.

 

 

Topic closed.




#5045403 Article Inspiration

Posted by on 21 March 2013 - 05:04 PM

So... I'm looking at this this, and theoretically I'm qualified to write articles about these topics.  I don't actually see how any of these topics are something that would be beneficial to have an article about, though.  Writing game stories really isn't different than other kinds of writing, especially screenwriting and comic script writing.  There's an absolute flood of how-to-write books for beginners out there.  And IMNSHO a writer who still qualifies as a beginner has no business publishing their writing, in a game or anywhere else.  Now, interactive fiction is kind of unique to games, but it's not even on this list, nor are any of the more advanced topics in fiction writing that there's an actual lack of existing books about.

The list is just some potential ideas, if you feel there are more advanced subjects that would be appropriate and that you're qualified to cover by all means submit an article about those instead!  I'd love to see some articles on how to approach interactive fiction or the interactive dialogue presented in some games, as well as any other advanced topics you feel aren't well covered (or covered at all) elsewhere! smile.png

 

To more directly answer your question about writing an article or articles covering these more basic topics, I think the benefits would be:

  • Making that knowledge more readily available -- a lot of would-be writers don't know what topics they should be studying or where/how to go about doing so.  Much like the basic art article Prinz Eugn has asked for input on the topic list for, beginners might find it beneficial to read an article that briefly touched on what areas of study could be useful even if only a cursory summary was provided along with links to further learning material.  It's all well and good to suggest that only properly trained writers should be publishing their writing, but programmers/artists/lay-people are inevitably going to continue to publish their works as well, and by making those people more aware of the different techniques and resources available to them perhaps we can help them to produce higher quality work.
  • You could specifically cover subjects from a "game development" perspective.



#5044703 When and why to purchase licensed software before marketing.

Posted by on 19 March 2013 - 04:57 PM

Would you like your players (customers) to pay for your game before playing it, after they've finished it for the first time, or only if you catch them out and make them pay?

It always confuses me that this is even a question for people planning to sell their own software; if you want to use commercial software you pay for it!


#5043937 Are Certain Constants Really Necessary ?

Posted by on 17 March 2013 - 06:14 AM

What if you need to use that width and height in more than one place?

By using constants rather than hard coding the values as "magic numbers" you make it easier and more reliable to update the code to use different values or to reuse it without having to change the numbers in multiple locations.

In some cases -- those where the numbers in question might be less familiar/easily recognizable -- the use of a named constant can also make the code easier to read and understand.


The use of named constants isn't necessary, but it can be beneficial in some cases.

(Posted from mobile.)


#5043002 Game/Controller Idea (I don't think its been said before)

Posted by on 14 March 2013 - 04:08 AM

I think the general term for what you're describing is "augmented reality" -- or more specifically in this case "spatial augmented reality" (or "video mapping").  I don't know of any implementations that rival your described game, but it's definitely something people are working on, and there are already some fairly impressive things out there.  The technology probably isn't quite there for exactly what you're describing yet, but it's an interesting idea.

 

Although it doesn't share this type of input -- or for that matter necessarily use computers at all -- you might also be interested in the "real life shooter" Patient 0, where players proceed through a series of professional lit and designed sound-stages populated by actors in screen-quality make-up.

 

smile.png




#5042573 A short question!

Posted by on 12 March 2013 - 09:00 PM

If your goal is to get games made -- you want completed, reasonably bug-free software made without spending more time than necessary -- then you should take advantage of existing frameworks or engines rather than expending the time and effort to build your own version. Slick2d would be an excellent choice for a Java programmer; I'd save jMonkeyEngine till you want to try 3d.

Unless your needs are particularly unusual or you're making a very simple game an existing framework will usually result in a better quality project being completed sooner.


If you want to learn about the underlying technology then work at a lower level - OpenGL might be more appropriate for this.


It sounds to me like you want to focus on completing games rather than lower-level knowledge, but use whatever is appropriate for your goals.

Hope that helps! :-)
(Posted from mobile.)


#5042533 Where should I start with game development?

Posted by on 12 March 2013 - 06:45 PM

Programming is essential for anyone getting to making games

That isn't necessarily true --  there are a growing number of packages that allow you to create games using visual editors and simplified scripting systems, and they're becoming more and more capable of producing good quality games that are able to be sold.  You won't be able to make commercial AAA-quality games this way, but you can definitely make great games that match the quality produced by indie and even professional mobile or browser-game developers.  In point #2 of my post on "4 reasons you aren't a successful indie developer" I list a number of commercially successful indie games created with Game Maker and similar tools, and there are actually quite a few more examples.

 

Programming is a great way to make games, and for certain types of games and target platforms it can be your only reasonable option -- but it isn't for everyone, and there are capable alternatives out there that are getting better all the time.

 

Pre-emptive nitpick: Yes, in the majority of these systems the visual logic editors or simplified scripting systems used are technically still programming, but they're a lot more approachable and less intimidating for those who are less inclined to program, and usually don't involve the same process of learning sometimes arcane syntax and having to type and test large sections of code.




#5042288 starting over

Posted by on 12 March 2013 - 06:36 AM

Phil, if you want to program then go ahead and program -- the thing that was annoying people was when you apparently gave up on some particular problem and then came back with exactly the same question some time later -- by all means continue with your goal of programming, but if you get stuck you need to stick with it and solve your problem, or if you really need to take a break come back to the same topic rather than just starting over a few weeks later.

 

To be good at programming you need to persist and work through your difficulties.

 

 

You have great enthusiasm, and you're obviously very driven to succeed at programming -- these are great attributes -- you just need to persist through difficulties, and to work hard to understand the advice you're given rather than simply abandoning topics.

 

 

If you want to program then don't ask for permission, just go about your programming.




#5042287 [concept] Dungeon Fall

Posted by on 12 March 2013 - 06:29 AM

Maybe try having a read through the topic "what programmers want from a designer" -- a lot of the advice also applies to other team members such as artists, composers, etc.




#5042275 Where should I start with game development?

Posted by on 12 March 2013 - 05:45 AM

It doesn't sound like you really want or need to learn to program properly if you're just trying to create some fairly simple games, so I'd suggest an authorware package such as Construct 2 or Game Maker, which allow you to create games using visual editors and simplified scripting languages rather than having to go through the full process of programming from scratch.  Some people think of these packages as kids toys or something that can't be used for serious development, but they have been used for commercially successful indie and hobbyist games in the past and there's no real reason you couldn't do the same.

 

However, if you really want to program I'd suggest a simple language and library such as Lua/Love2d.  Lua is commonly used as a scripting language even in professional development, and is a very approachable but capable language.

 

 

I'd suggest you stay away from C++ -- it's the language of choice for high-budget AAA development, but it's a lot more complex than your other options without offering you significant advantages for simple games.

 

 

Hope that helps! smile.png




#5042272 [concept] Dungeon Fall

Posted by on 12 March 2013 - 05:28 AM

The basic idea sounds reasonable, but it's hard to judge whether or not it would actually be fun simply from the description -- perhaps you could try creating a simple prototype (perhaps using a package such as Construct 2 or Game Maker) or even just a video mock-up of how a gameplay session might go.  This would also allow you to try out different ideas and get a good feel for what is and isn't fun in the game.  

 

what could make it easier to read/understand the game mechanics I had in mind to others

You might try breaking down your description into different sections describing things such as "controls", "gameplay", "objective", "enemies", etc. rather than having everything together.  It can also be helpful to do a brief description of how a short session of play might proceed, or perhaps even create a storyboard or mock-up video to help describe it.   




#5041464 Existing 3D Game Engine for Gameplay Programming

Posted by on 10 March 2013 - 05:03 AM

Furthermore, I'd rather not learn a completely new framework which I intend to leave later.

This is a common thought process amongst beginners, but it can be a bit of a trap.  If you get a job as a professional programmer you will usually not have a choice in the matter: you will be told to use a particular language/engine/API and expected to learn it and become productive quickly.  An important skill to develop is the ability to learn and effectively use different technologies, and for most people this will be far more beneficial in the long run than simply getting experience with a specific engine that may or may not be used at your future place of employment.

 

By all means pick engines that you feel will yield good results and be useful to you in the long term, but don't let the fact that an engine might not be useful later hold you back.






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