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Arivor

Beginner hoping for a few pointers

7 posts in this topic

Hello all,

I've now watched this forum for a few days and I think I've come to the right place. I'll come straight to the point:
I have some experience in programming and want to revive an old dream of mine: Creating an oldschool RPG. Here's a list of things that come to mind:[list]
[*]"Oldschool": No fancy 3D graphics, no realtime playing - just turn based, tile map.
[*]Should be cross-platform - I think the best way is to use Java - any other recommendations?
[*]I already made a few simple games - some "shoot' em up", Pong, that stuff; fiddled with bitmaps in Delphi way back on Windows.
[*]I'm not sure on whether to use a pre-made engine. While it would speed things up, I'd rather know what goes on "behind the stage", and I don't know if I can achieve that without creating from scratch. Any advice? (Oh, and [i]if[/i] I were to use something pre-made, it'd have to be licensed under some form of copyleft so I don't have to struggle with licensing problems.)
[*]As mentioned, I made some simpler games with Delphi's VCL. But I really don't know where to begin with this one, and albeit having searched the internet for a long time, I didn't find any tutorials that really addressed my problem. My hope now is that the community in this forum can point me a way to start.
[/list]
Okay, thanks for reading this, and please point out if I have to give more information. Thanks for your time!

Sincerely
Arivor

P.S.: Please excuse my English since it's not my native language.
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[quote name='Arivor' timestamp='1331468878' post='4921107']Should be cross-platform - I think the best way is to use Java - any other recommendations?[/quote]

Typically there are compilers/interpreters for major languages on major platforms, so you could also consider other languages.

[quote name='Arivor' timestamp='1331468878' post='4921107']I'm not sure on whether to use a pre-made engine. While it would speed things up, I'd rather know what goes on "behind the stage", and I don't know if I can achieve that without creating from scratch. Any advice? (Oh, and [i]if[/i] I were to use something pre-made, it'd have to be licensed under some form of copyleft so I don't have to struggle with licensing problems.)[/quote]

You could also consider an open-source engine as a compromise solution: this may speed things up and you can learn things "behind the stage" as you will become more expert.

Good luck! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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Thanks for your response, fla!

[quote name='fla' timestamp='1331478398' post='4921127']
You could also consider an open-source engine as a compromise solution: this may speed things up and you can learn things "behind the stage" as you will become more expert.
[/quote]
That's a good argument. Do you have any recommendations here?

[quote name='fla' timestamp='1331478398' post='4921127']
Typically there are compilers/interpreters for major languages on major platforms, so you could also consider other languages.
[/quote]
Yeah, but for compiled languages, I'd have to provide one version for every system, and I'd have to recompile for every update in the code. So each time I want to fix a bug, it'll be "hey there, can anyone compile my game on Windows 32-bit, please?". Or am I mistaken here?

Sincerely
Arivor
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I'm not much of a Java programmer, but I've heard good things about jMonkey. A quick search also turned up jGame, which appears to be a 2D engine.

I think fla was referring to interpreted languages like Python, for which there is pyGame. I've seen a lot of people around here recommend it; definitely something to look at.

Best of luck!
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[quote name='Arivor' timestamp='1331478904' post='4921130']
That's a good argument. Do you have any recommendations here?[/quote]

I don't deeply know 2D engines, sorry. About 3D, I'm using Panda3D, I think it's very good.

[quote name='Arivor' timestamp='1331478904' post='4921130']
Yeah, but for compiled languages, I'd have to provide one version for every system, and I'd have to recompile for every update in the code. So each time I want to fix a bug, it'll be "hey there, can anyone compile my game on Windows 32-bit, please?". Or am I mistaken here?
[/quote]

You could set a cross-compiling environment, but it may be difficult sometimes. If this is a problem for you, you have to rely on virtual machine / interpreter - based solutions, such as Java, Python, ...

Anyway, you could also consider solutions where you can develop on one platform and deploy on many (several engines do this).
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[quote name='Telios' timestamp='1331479694' post='4921135']
I'm not much of a Java programmer, but I've heard good things about jMonkey.
[/quote]
Thanks, that looks interesting. Could be a bit overpowered for my purposes, but I'll definitely take a closer look.

I tried PyGame two or three times and wasn't too happy with it, but that's just my personal experience.

Sincerely
Arivor
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Have you considered something like ActionScript? Artists in my university use it to make simple games that turn out to be pretty good too.
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[quote name='Vlad86' timestamp='1331551396' post='4921296']
Have you considered something like ActionScript? Artists in my university use it to make simple games that turn out to be pretty good too.
[/quote]
I don't really like flash, so I never got into that language. I have no idea if it suits my purpose. Thanks for the suggestion anyway.

For now, I'm finding my way with JME. Once I got blender 2.62 to export ogre/xml files, I might use that to do a 3D tile based game.

Sincerely
Arivor
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