• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Terabyte88

Student with good Programming skills looking to get started on 2d platformer.

7 posts in this topic

Ok I am currently attending collage majoring in computer programming. I have taken many classes for different languages (C#, C++, Java, VB, ActionScript). I have gotten an A in all my programming class and have been studying computer programming since high school.

This has all been an effort to become a game developer. But the job market being what it is (I live in the USA) I have decided that the only way I can make games is if I do it myself. So I searched the net and found this site and have posted this topic in the hopes of some guidance. Maybe some advice on books and articles I should read or some open source code I could use as an example maybe a good compiler or whatever words of wisdom you might have.

I have already decided what type of game to make and what language to do it in along with a few concepts about what the game will look like. It’s going to be a 2d platformer akin to games like Castlevania 4 or Donkey Kong Country. As for the programming language I have decided to write it in Java. In my java class we used TextPad to write the code so I’m thinking I’ll use that but I’m open to suggestions.

Something’s I not sure how I’m going to make. The graphics I’m thinking MS paint or paint.net one idea I have is to use my sister’s digital camera to take pictures and use that as a base. I could also do what Donkey Kong Country did and use 3d models as the base for 2d sprites. As for the music I not sure I know I can use Audacity to edit the sound but as for making it I haven’t figured that out yet.

I’m not looking to make anything fancy here I just want to do the best I can and any help I can get along the way would be appreciated Thank you.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
1

Share this post


Link to post
Share on other sites
Use eclipse to write your java.

I use 3D studio max to make 3D models, i bought 2009 3 years ago for just a fraction of what they ask. Blender however is free.

The gimp is free photo editor like photoshop. I use photoshop though, it is really worth the money!

I bought fruityloops like 10 years ago, it is a good program to make music and sound effects.

As for every program, it are just tools. It takes years to learn how to work with them properly. If you dont have drawing skills, photoshop wont help you a bit. If you can not make melodies on a piano then fruity loops wont help since it is just a ultra advanced piano+drum computer. Edited by menyo
1

Share this post


Link to post
Share on other sites
Started learning my way around eclipse one thing I’m trying to do is get my code to run outside of eclipse (having players download eclipse just to run a game would be odd) any ideas on how to make that work. I’ve been experimenting with jar files but no luck.
0

Share this post


Link to post
Share on other sites
[quote name='Terabyte88' timestamp='1350345629' post='4990563']
Started learning my way around eclipse one thing I’m trying to do is get my code to run outside of eclipse (having players download eclipse just to run a game would be odd) any ideas on how to make that work. I’ve been experimenting with jar files but no luck.
[/quote]
Your players need to have a JRE (Java Runtime Environment) installed on their computer to run your java programs, jar or not. They can either download jre themselves, or you can pack your custom jre together with the game. Edited by ultramailman
0

Share this post


Link to post
Share on other sites
Hey, I have a few suggestions for some of the questions you may have. I too have learnt various programming languages while at university.

For graphics, you could look at various Sprite sheet editor programs out there, such as ASEPRITE for example. I use this program extensivly and even gives you the options to make sprite sheets, onion skin drawing and grids etc.

For music, if you wish to attempt it yourself, its a big step, but I started making music by learning how to use Music Trackers, look up List of Audio Trackers, they are quite handy to help getting you started, even by just using generated pitches of noise.

For programming, I havnt made any games in Java specifically, but I hope these little suggestions give you some help.

Best of luck!
0

Share this post


Link to post
Share on other sites
That's good to see you getting your formal education. I read that you have some experience in several languages. Still in school, you must budget your time. Money is probably a consideration, too. My advice here reflects these.

Okay, because of all that I recommend that you choose a game engine:
[url="http://en.wikipedia.org/wiki/List_of_game_engines"]http://en.wikipedia....of_game_engines[/url]

"Do it myself" game development means that you want to be an indie game developer - correct? Making programs which are games is [i]somewhat[/i] different than what you learned in Uni. Your classes helped, so now you use your base to focus on programming with games in mind. This means object oriented, class files, and compiled core for performance.

Java is slower natively than others like C, so you will need to look at pre-compiling ( just in time compilation ), class file structures for [u]performance[/u], and runtime optimizations. The 2D games are ideal for these things.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

If you make implementations using MonoDevelop, then you will streamline framework runtime issues through Windows systems. This will open things such as user interface and audio system design to you more easily because the community has these in place and great support for it. Crossplatform is available, too, with MonoDevelop. The MD gaming communities can help you with their suggestions and information.

As for art assets, being that college is your home away from home ([img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] ), why not look for graphics art students through social networking who would be eager for the opportunity? They could help you understand the systems in an exchange for you giving them experience. There are many 2D art assets which are no cost, open license works. Some sound and music works are, too. The artist forum here at gamedev can help a lot. I recommend letting other people do as much of the research and work as possible until you are able to handle the art work yourself. You will learn faster, get more done, and make a network around you in game development. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Short term before you make art, you should make several simple games with existing art assets for practice. It's game making time, now! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Middle term you need to create your personal game development environment, making contacts, using existing technology and art, and establishing fundamental game structure.

Long term you will need to be the leader of your game development work environment, of course, and likely need other people in your team. Indy does not mean alone! Indy means independent! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Game engine stage would be long term.


Do some research, start making games very soon, and have fun with it! Things will get clearer very soon if you do! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Clinton Edited by 3Ddreamer
0

Share this post


Link to post
Share on other sites
[list]
[*]Use eclipse as your java IDE
[*]Use WiEngine which has a copious 20,000 lines of example code
[*]Prototype in Java but ultimately use C++ or LUA for cross platform development
[*]If you chose WiEngine your game can be available on Mac OSX, iOS, Windows, and Android and C++ or LUA script will work on all.
[*]If your game has intricate 2D animations you may want to try Animate2D, which I just published today on google play.
[/list]
I hope this is helpful to you, and I wish you all the luck.

[url="http://blog.wiyun.com/"]http://blog.wiyun.com/[/url]

[url="http://animate2d.blogspot.com"]http://animate2d.blogspot.com[/url]

[url="https://play.google.com/store/apps/details?id=com.coppola.animate2d&feature=nav_result#?t=W251bGwsMSwxLDMsImNvbS5jb3Bwb2xhLmFuaW1hdGUyZCJd"]https://play.google....mFuaW1hdGUyZCJd[/url]

https://www.wiyun.com

I use google translate to read the website and blog. Answers are in code which is written in english. Edited by Animate2D
0

Share this post


Link to post
Share on other sites
Actually I think WiEngine has 40,000 lines of examples. I think there are 20,000 lines of java and 20,000 lines of C++ examples not including .h files. If you are learning I think that is the one to go with.

I started digging into this stuff myself this summer and made it to the finish line without exhausting my savings in between gigs. I started a few games at first and decided to scrap the idea for a bigger idea. So my whole summer has not been devoted to my recently published app. I learn though that going from prototype to published product is almost that factor of three the author of [u]Mythical Man Month[/u] describes. For me it was a factor of two.

For the bigger idea, I needed a tool that would create smooth animation loops without flipping through textures. So I figured cutout style animation was the way to go. You are not going to get smooth animation at 60 fps flipping through PNG textures because you'll run out of space on the device way before you have enough content for a reasonably sized game. So in one sense my program is a stepping stone to get me to another point which is to develop the kind of game I want to create on a mobile platform. A more adventure and exploration oriented game with puzzle levels so to speak.

Now originally I wrote the app in C++ on iOS. The reason Xcode is for the most part a great C++ IDE and getting comfortable with C++ again I wanted the incremental realtime checks that Xcode offers without the hassle.

But when it comes to getting the app published, with apple you will wait 1 and 1/2 to 2 weeks for them to maybe reject your app which happened to my Lite version but the paid version they provided no crash log and said none was produced (hummmm?????). But it was rejected too based on the icon and app store artwork not suitable in their minds for 4+.

Jack be nimble Jack be quick, Jack port that code to Android quick.... I suspected I would be able to port to android faster than it would take to have apple to look at the build again. Thus in less than a week the application is ported to Android and published on google play.

If it weren't for the custom file IO I was doing which was outside the box of what the WiEngine framework offered, this could have been completed even faster.
But still this is an accomplishment none the less.

In general for game development, you want to stay as close to the metal as reasonably possible because you never know when you will need to go deep to get that effect you're looking for. But not all games require this. It's my personal preference. Edited by Animate2D
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0