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Member Since 19 Dec 1999
Offline Last Active Yesterday, 09:22 PM

#5230478 Academic programmer wants to make a game

Posted by Eck on Yesterday, 02:40 PM

Before you discount Unity and lump it in with GameMaker, take a look at the unity webiste. Specfically the tutorial section:



You're not just dragging widgets around and using some proprietary scripting language. You can use C# and concentrate on the game logic instead of low-level frame work code.


If you want one more step closer to the metal, try OpenGL, DirectX, or SFML as was suggested before.


But seriously, watch a few tutorials from Unity before handwaving it away. :)


- Eck

#5230303 Monogame tutorials

Posted by Eck on 21 May 2015 - 02:55 PM

MonoGame 3.4 was released April 29, 2015. That's less than a month ago.

MonoGame 3.3 was released March 16, 2015 That's about 2 months ago.

Whereas 3.2 was released in 2014.


You're not going to get a ton of walkthrough's and tutorials at the bleeding edge of releases. I'm not sure if there are any api breaking changes or not from 3.2 to 3.4, but if you're worried about it, you can always just download the 3.2 release instead.


In the early days of your game-development career, it's less about all the mega-awesome features of the new framework, and more about learning how to write games. The tutorials written in 3.2 will be more than sufficient for your needs.


- Eck

#5229442 Anyone know a really good place to learn UE4

Posted by Eck on 17 May 2015 - 08:39 AM

Thank you but it focuses more on the blue print system but i will check it out.  If anyone can find more tuts I would be welcome to it


Terribly sorry. I searched for ue4 tutorial c++ instead. The top link appears to be a walkthrough of a First Person Shooter like project. Try that...



- Eck

#5229398 Anyone know a really good place to learn UE4

Posted by Eck on 16 May 2015 - 10:00 PM

I typed ue4 tutorial into Google. The first link was a list of all the tutorials in the official Unreal Engine channel. I'd start there.




Going with an engine is a smart choice. A first person shooter is definitely too much to handle without an engine. With an engine, it's still going to be tough if you're as new as I think you are. 


Once you start getting more comfortable with the engine and after you've make some of those simpler concept games. I'd type in ue4 fps tutorial into Google.


- Eck

#5227348 3rd person action game tutorial.

Posted by Eck on 05 May 2015 - 12:05 PM

When you say "I just learned programming with C#" and post in the beginner forums, I'm guessing you have between a few weeks and a few months of C# experience under your belt. If you haven't written any other games yet, I recommend starting much smaller than a physics based, 3D fighting game.


You asked me to point you in the right direction, so I'm going to point you over to much simpler games. Here is a great article for starting out. It covers which games you should start with and why. I can't recommend it enough:



Here's a few links to get you started with MonoGame/XNA tutorials:








You'll want to use MonoGame since XNA has been deprecated and the MonoGame community is still going strong. But XNA tutorials are still a good source of learning.


If you want to ignore my advice and jump into the deep end, search for MonoGame or XNA 3D fighting game tutorials. If you get too frustrated take a step back and try it my way. :)


- Eck

#5227067 hello! just joined.

Posted by Eck on 03 May 2015 - 08:57 PM

Here's a link to get you started with MonoGame tutorials.





And just to hammer the point home that XNA tutorials are good for MonoGame as well, I included some XNA links too.




#5225973 Basic C program what am I doing wrong?

Posted by Eck on 27 April 2015 - 06:42 PM

Prepare to have your hopes dashed Dave Hunt... I doubt he's working on the next gen interest calculator game.


- Eck

#5225839 Why Does Everyone Tell Newbies To Make Games?

Posted by Eck on 27 April 2015 - 07:59 AM

I'm not quite sure why do you see it funny when someone actually tries to do something. I agree unity is not the best bet to make a Pong clone, as there are dozen of libraries/frameworks that will allow you to do it easier and faster. But is it really funny?


It's not funny that they're doing something. That's a good thing. It's funny that people making a Pong-clone in Unity are forced to mess with a 3d camera complete with field of view, clipping planes, a projection style, and a culling mask. It's like killing a fly with a bazooka.


It's already been covered, but one reason we recommend beginners build one of the simplest games like Pong is to prove to the newbie that it is tougher than it looks. Most beginners write a couple of for loops, a few if-else statements, a function or two, etc. and then they claim to "know how to program". Not everyone is ready for that next step. 


Another reason is because Pong is a very well understood problem. Pong was one of the first video games ever and as such it's one of the simplest games to code. Most beginners have a grand ida to build a huge RTS or MMO. This idea is nebulous (no matter how detailed they think it is). Their game is not well understood and is NOT A SUITABLE PROJECT FOR LEARNING. If they start trying to build their masterpiece they will quickly become frustrated and most will give up.


When a famous french artist was asked for advice on how to be an awesome painter like you, he said "Draw lines young man. Draw lines..."


Or in Mr. Miagi's words, "Wax on... Wax off!"


- Eck

#5225436 I'm trying to make a GBA game in C

Posted by Eck on 25 April 2015 - 08:43 AM

These links look promising too. It walks you through a tutorial  for coding your first ROM and has a few code samples of a few games.




And for sure use an emulator to do your development. Though having a cartridge would be pretty sweet for the end product. :)


- Eck

#5222638 Looking for step my step guide for visual studio

Posted by Eck on 11 April 2015 - 01:32 PM

It is important to listen to that advice which is not nit picking. Correct design and prototyping is extremely important and spending too much time creating deep object models wastes time and you end up never releasing even the prototype because the design is too complex. Keep game design docs simple and the code equally simple and design as you go. Take an iterative model and don't over analyse. Definitely not a nit pick and possibly one of the most important pieces of advice you'll ever receive! I am sure many others will agree...

Your original post asked for general advice on how to code an RTS with modern technology and in this respect the advice to not over design the solution is very useful.


Even I agree. :) I went the route of XNA working on my own engine type code instead of picking an engine. A year of hobby-time pursuit later (along with full-time+ job and being a good father) and I've got lots of cool building blocks for a game: a layered sprite hierarchy, some cool dynaimc controls, particle effects, shaders, some simple networking code, etc. But I still don't have MY GAME! >.< And this is after years of being a professional developer, so my time was mostly productive.


I was able to use my engine to crank out an entry(Toys: Guardians of Innocence) for the 2014 Game Jam and that was lots of fun, but I was crazy impressed with what other people did with Unity. Even though I was really proud of my entry, I wished I had been learning to use Unity over that last year, but it was still an awesome experience. Since then I've been taking it easy and messing around with Unity.


BigBadBeef, you're a little bit defensive. This is one of the nicest communities of internet personalities I've had the privelage to be a part of. Sometimes people can be a little blunt, or a little harsh, but nearly all of it is awesome advice. Know that for the most part the community is supportive and means well. /hugs :)


- Eck

#5222636 Looking for step my step guide for visual studio

Posted by Eck on 11 April 2015 - 12:49 PM

You'll have to excuse the poor class names, it was just a quick example and I was using hyperbole for effect. You can definitely get a clickable region firing off an event in 50 lines of code. But it will take quite a bit more to have a dynamically resizable panel with more sophisticated button behaviors. This amount of feature-overkill is way more than necessary for a proof-of-concept. The point was to illustrate the difference between a framework and an engine.



Okay, lets say you have a "go scout somewhere" button on screen. Which of the 2 engines will allow me to more easily code:


It's going to be more work in MonoGame. You'll have the exact same amount of work for all the cool AI behaviors you want to implement, and both can be implemented in C#. But in MonoGame, if you want a button, you'll have to code that too (Even if it is just 50 lines of crappy button code). In Unity, you can more or less just drag and drop a button on the screen and its likely the button will be as sophisticated as you need it to. Engines let you focus on the GAME part of game programming.


- Eck

#5222526 Looking for step my step guide for visual studio

Posted by Eck on 10 April 2015 - 05:45 PM

If you're doing a proof of concept, I strongly recommend Unity (or any full engine) over MonoGame.


MonoGame is a framework, and frameworks are great if you're wanting to do almost everything yourself. But let's say you want a panel with three buttons on the screen. In MonoGame, you're going to have to code up a Button class, a panel class, and probably a UI manager class, and probably a textureManager. Oh you wanted dynamic text on the buttons? Then you need a font manager. Oh, did you want to support more than one resolution so it looks good on widescreen and standard monitors alike? Write some more code for that... You want to disable the button? More code... etc.


Unity is a full on game engine. And they're great if you don't really care about the nitty-gritty details of every little thing. If you want buttons on the screen, drag a button onto the screen, set some properties, and code what happens when the button is pressed.


Take a look at the first couple of Unity tutorial videos and I think you'll be impressed.


- Eck

#5222232 Looking for step my step guide for visual studio

Posted by Eck on 09 April 2015 - 07:30 AM

It was not my intention to be rude. One of the drawbacks of text is that you can't express the tone of your message and that makes a huge difference in the meaning. Regardless of that, I'm sorry if I hurt your feelings. I could have done a better job of explaining my intentions. I definitely wasn't snapping at you.


I'm genuinely trying to be helpful and I'm recommending to you what I think your best course of action is. Starting with a 2d grid with triangle ships has some pros, but I believe there are more cons along that path. When you're learning how to develop games, having a clearly defined game is a huge boon. Also working through the step by step projects in the article I linked you'll be refining your programming, design, and organizational skills. Having these smaller projects you'll be able to see what works, what doesn't, and how you can refine your code for future versions.


If you start out with a simpler version of your project you're going to be tempted to keep building on the same project trying to make it into your final grand vision. Eventually it's going to be a bunch of mish-moshed code stapled together. Finding bugs and writing new features will be extremely difficult and when you look back on the jumbled mass of code you'll likely feel like you failed.


Again, I'm not being rude here. I'm not saying you suck. I'm saying you're a new developer, and you're going to make new developer mistakes. We were all new developers once, and we all made those mistakes. Including me! :)


My recommendation stands. Take a look at the article. Download Unity, and get it wired up with Visual Studio. (DO NOT USE UNITY'S BUILT IN EDITOR) Run through a few Unity tutorials and then write yourself a Pong clone.


Whether you take my advice or choose to go your own path, we'll be around to help you along your way with any questions you have.


Good luck,

- Eck

#5222165 Looking for step my step guide for visual studio

Posted by Eck on 08 April 2015 - 09:35 PM

And i have no grandiose delusions, I'm just trying to get my proof of concept through, if it works, I will have justification to support for the project's successor, a full 3D strategy game with all the bells and whistles integrated as a full MMO.


I hate to tell you this, but if your step 1 is build a "simple" RTS, and Step 2 is Build a full 3D strategy game. Then you are very much under a grandiose delusion. :) Especially If your entire C# skillset is the last few months of school.


Here's what you do. Take your current cool game idea and put it off to the side. It's far too big and far too complicated to start with. Instead start working on very simple and well understood gaming concepts. Take a look at this article. It tells you which games you should start out with and why.




- Eck

#5222163 Taking a C# course onlint need help.

Posted by Eck on 08 April 2015 - 09:02 PM

Sorry man, homework questions technically aren't allowed per the Beginner FAQ: http://www.gamedev.net/page/reference/faq.php/_/for-beginners-r1


You can still use this forum to ask questions while you're learning, but be more specific with what problems you're having. Your question is extremely vague. What have you tried? Where are you getting lost?


If you haven't done anything and have no clue where to start, you need to talk to your professor.


- Eck