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Member Since 15 Sep 2003
Offline Last Active Sep 02 2016 02:13 PM

#5262764 Starter APIs

Posted by on 19 November 2015 - 12:11 PM

Pretty much agree with the suggestions already given.


As you are already comfortable with programming then I suppose the best advice is to - of course - make simple games to start off with.  Here is a suggestion of projects, in ascending order of difficulty...


1) A command-line text game.  Like the pioneers of old, see if you can bring a world to life with just your language-of-choice. Remake it with a GUI?

2) Pong!  Get to grips with an api such as SDL without putting your back out.

3) Asteroids.  Step up to the mark with some basic maths - square roots, SohCahToa and vectors are your friends.

4) Gauntlet.  So far you've made do with just code, but now you need a basic level editor.

5) Wolfenstein3D.  Pretty much employing the maths of Asteroids with the level design of Gauntlet...with ray casting.


...and for each project give yourself about two to three months.

#5262659 Need help with beginning game programming with C language

Posted by on 18 November 2015 - 05:44 PM

With such an ill-advised project, I would tackle it this way...


Prioritise your time to two daily, separate tasks - morning for studying C, evening for your game programming.  Think of it as learning a skill(education) and then putting it to use(experience).  Perhaps 1 hour for C, 2 hours for developing the game...


Hit a problem in the evening with the game?  Fine - just jot down what you know about it, and look into it in the morning.


If you know you will not get the game completed in time, then at least submit what you do have that works.  Tidy up your code by commenting, get rid of unused variables and functions. Make it clear to your tutor that you keep your code like your kitchen - clean, tidy and everything in its proper place.  If you had plans for the game, perhaps talk a bit about that in a word document and what issues you came across.  If your tutor is worth their salt, then they should at least give you some credit for making a decent effort and a team player(documentation).


And don't forget to sleep. A short walk helps too.


Anyway, best of luck on the project and god speed!

#5257705 Making the switch from java

Posted by on 17 October 2015 - 01:33 PM

Java is a good general purpose language, and one can make games just using the libraries that come as standard, such as AWT and Swing.  If you need more "fire power" from the GPU then go with an API such as LWJGL.  Java also handles garbage collection and strings for you, which is quite nice for someone starting out...


That said, I am making a game for the Raspberry Pi using C++ and SDL1.2.  To get up to speed with SDL I bought a copy of "The Black Art of Multiplatform Game Programming" by Jazon Yamamoto. The wonderful thing about this book is that Jazon presents the code examples in a beginner-friendly way, which is very nice.  If you intend to go the C++ way then I would recommend it as a starting point.  However, I do recommending learning a little C++ first - at least know what pointers and classes are before jumping into anything else.


Anyway, best of luck on your development travels!

#5256096 Anyone here a self-taught graphics programmer?

Posted by on 07 October 2015 - 03:43 PM

Whilst I do have a formal education in computing, all the graphics programming one has learned is self-taught from books by Andre Lamothe and Mike McShaffrey, and by following John Carmack after reading Masters Of Doom.


If its one thing I would recommend it is start small and experiment with 2D graphics before even thinking about 3D.  Reason being is that your math skill can grow at a comfortable pace with your programming skill.  You are also more likely to finish what you start.

#5255912 Scrolling: The leap from Slordax to Commander Keen

Posted by on 06 October 2015 - 04:44 PM

Anthony, thank you for taking the time to explain the process.  Although its probably not an issue to be concerned about now, I do admire such mile stones in graphics programming.




Alpha_ProgDes, thank you for dropping in! ^_^

#5255897 Scrolling: The leap from Slordax to Commander Keen

Posted by on 06 October 2015 - 03:23 PM

One of my all-time favourite books is Masters of Doom. I've been reading it since Doom3 was released, but upon reading it again I'm confused on something in the chapter "Dangerous Dave...".


The team was busy working away on the vertical shoot-em-up Slordax, and it clearly shows smooth vertical scrolling for the background.  However, when John Romero discovers the "Super Mario Bros 3" Demo one morning, hes blown away by smooth horizontal scrolling.  What puzzles me is why would he be so shocked when John Carmack had already achieved scrolling in Slordax?


Is there a difference in difficulty in programming a vertical-scrolling background and that of a game such as Super Mario Bros?  Surely scrolling is scrolling whether vertical or horizontal? 

#5254673 Want to learn c#

Posted by on 29 September 2015 - 03:47 PM

Get a book aimed at a beginner/intermidate user on the language and set aside 30 minutes daily.  Start at the beginning and just work your way through at your own pace.

#5254668 How to make Pong?

Posted by on 29 September 2015 - 03:33 PM



In a nutshell, you do the following...


1) Create a window to "draw" in.

2) Use a graphics library to draw the two paddles and ball. Rectangles and filled rectangles will suffice.

3) a function to check two rectangles for overlapping. This is for collision detection.

4) Use a "event loop" to constantly poll for keyboard input and to update the screen display positions of the paddles and ball.

#5254666 I've always wanted to do game programming - but....

Posted by on 29 September 2015 - 03:21 PM

As always I recommend setting yourself the challenge of making a text-based game.  The reason for this is that all you need is your language of choice(C# in your case) and your skill as a programmer.


If you can make an immersive experience with just text, then chances are you are a game designer at heart.  Great places to start are "text adventures" such as Zork or The Hobbit, where you type in commands such as "> talk to Gandalf" or those old adventure game books such as the Fighting Fantasy or "Way of the Tiger" series.  You might do a mixture of both or just do your own thing entirely.  Add in features such as saving and loading games etc.


Once you have a text-game under your belt, look into a visual experience and say "With just keyboard and mouse input, and the ability to put an image on the screen...what could I do next?".  An excellent second project is to take your first game and give it a GUI make-over.  With WindowsAPI, Java's AWT/Swing etc - its a good progression.


Anyway, best of luck matey! ^_^

#5252396 Help me find tutorial to make this type of game

Posted by on 15 September 2015 - 01:05 PM

Depends on your current skill and knowledge, but I'd say basic maths will overcome this problem.


Trigonometry and polar coordinates will suffice but in the end you just need to look up tile-based collision detection.

#5252007 Probably Ridiculously Cliche But...

Posted by on 13 September 2015 - 04:01 AM

Sounds like you have a passion for Warhammer and the stories it inspires.


In this situation, you need to focus on what is possible - not impossible.  Using Warhammer name, characters, events, designs etc - thats impossible from a practical point of view.  Producing a full-blown AAA 3D title is also impossible from a practical point of view.  However, what IS possible is taking your basic idea of "consequences" and development of the player character, and the party that follows them and applying that to a simplified 2D game with a "universe" of your design.


What is also worth considering - and strongly advised - is taking a look at how a games series develop with each game.  You might not be able to apply all of your ideas in the early entries but thats fine as it leaves a challenge for the games to come...


Look at the games of id software. Doom took the world by storm, but it was only possible by id making Wolfenstein3D first.  And Wolf3D itself was only possible with the Catacomb games and even then, further back, a game about a tank rescuing civilians from monsters(I think? Pretty sure it was)...


To get around the issue of inspiration of Warhammer - look at the development of the game itself.  Its just the classic game of historically-based war games - played by real-life generals - given a sci-fi setting. Hell, most of Warhammer 40K was a rip-off of ALIENS, Starship Troopers etc and thrown in with the usual Tolkien-stuff like Orcs, Elves, Undead etc...


If you have little interest in programming, but willing to put in a bit of hard-graft, then maybe look at either Unity or Gamemaker to at least knock together a "taster".  It will take a lot of hard graft, but with such packages - especially Gamemaker - you could knock out a 2D version of your vision.  Set aside the next two or three years and you'll probably accomplish that goal.  Just, move away from Warhammer, but keep that warm feeling it gives you.


Anyway, good luck!

#5251941 Netbeans: Bitmaps, Jars and Manifests.

Posted by on 12 September 2015 - 04:31 PM

Just a quick update to say I've managed to load the bitmap as a resource and can access it via the jar outside of Netbeans!  The result is rather odd: a black window with a little bit of the image showing just at the bottom of the window.  Something I need to spend time fixing(and I'm sure I can), but I know that its at least reading in from the bitmap within the JAR.


Once again - thank you so much Busho!

#5139221 Starting my journey in game programming [need some professional opinion]

Posted by on 15 March 2014 - 07:03 AM

Something on the level of Murasama is a bit too demanding for one person to manage - especially if they doubt their ability.  The programming might not kill you, but the artistic resources certainly will!


To give you an example, its taken me about fourteen years to learn multiple languages, get qualifications, master 3d/2d packages, animation and drawing and its only just now that I feel confident enough to take on projects on the level of say, Myst, Lands Of Lore, Dune 2000...at a stretch the original Buldur's gate.  In other words: commerical games from the 1990s...


My advice is to focus on strengthening your knowledge of Java and skills in 2D image packages(GIMP or Artrage).  I also strongly recommend putting some time aside learning software development and maths up to algebra level.  Your language and maths skills you can teach yourself, but I feel its worth getting formal education in software development as you are being put to the test for completing a program that is not only complete, but also stable and maintainable.  With that vital skill, games development becomes a lot clearer and manageable.


For what its worth, I too am a Java programmer working on a game that I hope to release on the Android market.  It'll be on the level of Myst and Jurassic Park(Sega CD), so I feel its a reasonable goal.  And thats what you should do: work towards reasonable goals.


As for C++ being faster than Java...for games like Crysis then yes, you should be using C++, but otherwise Java is perfectly fine.

#5136409 Is learning 3D modelling for programmer is TIme Waste?

Posted by on 04 March 2014 - 05:47 PM

You'll need to decide whether you want to program games or graphics.  With Unity you have an api specifically for developing games, whilst OpenGL is a long established graphics api standard.


Saying that, would it not be possible to use SDL with OpenGL?

#5136376 Is learning 3D modelling for programmer is TIme Waste?

Posted by on 04 March 2014 - 02:44 PM

Don't let it distract you from your goal to become a programmer, but modelling is a skill worth learning on the side. The tools for the modelling process are reasonably priced these days and the process is well documented.


Makes for a good hobby! ^_^