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Member Since 09 Dec 2005
Offline Last Active Yesterday, 06:50 AM

#5170582 College or Solo?

Posted by MarekKnows.com on 31 July 2014 - 06:55 AM

Creating a simple clone game can be relatively easy to do if you have the skills to program and make/get art assets.  The problem is that you won't be able to make much money off something like that.  To make a game that becomes viral and makes money for you, you'll need to spend lots of time on it.  


My advice to you would be to make a few simple games (from start to finish) to get a feel for the amount of work that is involved.  Once you have that under your belt, draft a design/plan for the game that you want to make that you hope will make you some money.  You can then plan out how much of the work you can do yourself, and how much you will need to outsource to get it released when you want to.  Remember, marketing your game is a big part if you hope that people will hear about it and buy it.  Making a game and releasing it won't make you any money if no one knows about it.


Good luck!

#5164553 How do you get ideas for new games?

Posted by MarekKnows.com on 03 July 2014 - 06:43 AM

I will read the news, usually something in the science section and then I get inspired on what I could make into a game.  Cool new technologies always spark my interest for new game ideas.

#5156019 C++ Game Programming Tutorial

Posted by MarekKnows.com on 26 May 2014 - 08:59 AM

You can find 100's of C++ video tutorials on my website.  They start off using Visual Studio 2003 but the C++ code will still work on newer compilers.  In the new Shader series that I'm working on right now, I'm using VS 2010 but a lot of members are actually using VS 2012 with no problems.

#5130530 Needing help on how to "re-begin" on C++

Posted by MarekKnows.com on 11 February 2014 - 07:45 AM

I also like to use http://www.codeproject.com/, there are some interesting articles there.

#5121902 Asking for advice to start Game Development

Posted by MarekKnows.com on 07 January 2014 - 07:33 AM

When I was first starting out many years ago, I started simple with 2D.  Learn to render images, move them around, control them via keyboard and mouse etc.  Once you have the basics then try to add some simple AI logic to your game to make it challenging to play.


After you have mastered these basic concepts then you can start getting into 3D and working with models and other assets like lights, textures, sound, music etc.


There are a lot of things that you need to be able to handle to get a decent looking game out the door.  For example have a look at my free game Ghost Toast (http://www.marekknows.com/phpBB3/viewtopic.php?f=30&t=531)  Making the game logic and code for the game took very little time as compared to generating all the sound, music, textures, models, animations etc.  


So it really depends on what you want to do in the end.  If you want to only focus on one aspect of game development then do that, but if you are going to do everything, then be ready to put in many days of work!


Good luck,


#5119809 Best way for a complete beginner to learn Open GL.

Posted by MarekKnows.com on 29 December 2013 - 07:13 AM

I'm currently building a video tutorial series on my website that covers OpenGL shaders that you might be interested in.

#5116478 Looking for Game Programming Work Examples

Posted by MarekKnows.com on 12 December 2013 - 08:25 AM

My suggestion to you would be to start pumping out games that you make to show off what you can do.  This will also help you think about how games are made, and where the pain points are in development.  This knowledge will truly help you in any interview.


Start with small games too... don't try to build a MMO.  Make clones of old Atari games .... things that you can actually complete in a few months so that you don't get discouraged. 

#5116475 So, I want to make a game engine...

Posted by MarekKnows.com on 12 December 2013 - 08:18 AM

I started off with Basic back in the day and then I moved onto Turing and then in high school I learned Pascal.  Once I got to university I picked up C/C++ and then I found that learning other languages was pretty easy like HTML, JavaScript, PHP, ASP etc.  So if you want to be a coding guru, I highly recommend learning C++, it seems like other languages are much easier to learn after you have a good grasp of how C++ works.

#5099949 Implementing Audio into my game engine, what should I use?

Posted by MarekKnows.com on 09 October 2013 - 11:10 AM

I use OpenAL and Ogg Vorbis (http://www.vorbis.com/) for all my 2D and 3D audio needs.

#5099948 Programming questions

Posted by MarekKnows.com on 09 October 2013 - 11:04 AM

Feel free to email questions to me if you need help with VS.

#5093661 Scene management

Posted by MarekKnows.com on 12 September 2013 - 03:10 PM

It sounds like you are trying to create a Model-View architecture.  Are you familiar with MVC? http://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller

#5092115 Particle Collision

Posted by MarekKnows.com on 06 September 2013 - 11:13 AM

Is this in 2D or 3D?  How is your ground defined?

#5092092 code review - basic state system

Posted by MarekKnows.com on 06 September 2013 - 08:52 AM

Your two states should be completely isolated from one another.  The thing that you pass between them is a tile so one should return a tile and the other should accept a tile.  Beyond that the two sides of your game do not need to interact with one another.


For example in the game of Scrabble, you have a bag of tiles and you have a board containing tiles.  You could implement it this way.

std::vector<Tile*> _bagOfTiles;
std::vector<std::vector<Tile*>> _gameBoard;

Tile* getTile() {
   //bag is shuffled already or what ever before this is called
   //don't forget to add error checking when your bag is empty!
   Tile* pTile = _bagOfTiles.back();
   return pTile;

void placeTile( int x, int y, Tile* pTile ) {
   _gameBoard[x][y] = pTile;

   //game logic based on placement of tile goes here

The _bagOfTiles and _gameBoard would be members inside their own classes used to deal with the game logic

#5091606 Too much Ideas - Not enough skills

Posted by MarekKnows.com on 04 September 2013 - 12:39 PM

Start by making single screen games like those found in early Atari games.  They are much easier to program than trying to handle side scrollers, 3D, or MMO's.  By restricting the game to one screen means you can handle your graphic resources in a much simpler way.  If you are comfortable with making simple games like tic-tac-toe, try something a little more complex like "Donkey Kong" or Pacman where you need to give your enemy some AI.  
Practice making simple games and as you do, you will start to build up a library of common source code that you use for each game that you make.  This will start you thinking on how to make your next game better then the last and what you can improve on in your code.
Good luck!

#5091593 Game engine as a portfolio project

Posted by MarekKnows.com on 04 September 2013 - 11:20 AM

The thing is, I'm not really into making (only)games, I'm more into the low level subsystems that come together to make that game.. so what should I build for my portfolio which would show off my engine programming skills? Are tech-demos okay? Or should I do something else? If yes, what should it be?



In my signature link you will find a game called Ghost Toast which you can download and play for free.  It is a FPS dungeon crawler that I created using C++ and OpenGL.  You can find all the code and tutorials to make this game on my website.  Enjoy!


Once you create your game, make sure you add it to your LinkedIn profile and also post YouTube videos of it so that you can get people to see your work.