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      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.
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OMG_Crackers

A Hello And A Qusetion that may have been asked

16 posts in this topic

    Hello GameDev.net I'm OMG_Crackers.tongue.png  I am a new Member but Have a Great understanding of Programminghappy.png  but no Great knowledge on programming Languagesunsure.png . so Bare with me when I ask and don't give the lazy answer I always get. Ex: "Here's where u learn If Statements methods and Variables. and these Charters || && =="angry.png (Java lol again no good knowledge on programming Languages). so now we hopefully on the same page I would like to know where I can find how to make a game engine with 3D (X,Y,Z) with the game style MMOFPS/MMORPG/Racing. With physics and all and I might need intermediate info along side but no this is how you make methods lol. also a good languages to use for my game idea. I would tell you guys what it is but I want to be the first to make a game in this style lol.tongue.png  so just to make it simple without all the unknown details. *I need a good programming Language for 3D MMOFPS/MMORPG and destruction/ Physics.*

 

    just to help I know java, DBC (I know it is Basic), and a little VB 2003 .net and I understand coding a lot better then some people.wink.png

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K Thanks Man do you know where I can Find a good video to tell me everything I need to know about these's programs I know I seem to sound like I don't know programming at times but its cuz I don't like reading I don't learn much from reading I have to see the code running and how its put in I know java from a intro level but if I wanted I could do a pretty complex program I just get lazy sometimes so ya thanks I kinda knew this but some of the programs u said to use I haven't heard but the name sounds like the same to the other programs so thanks a gain :-

) hope I don't sound stupid lol

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The first language you ought to be learning through-and-through is called English. After that, I don't think I can help you, at all. No one understands what you are talking about, and the entire bucket of cringe we think you are saying really makes us want to decline in having a mature conversation with you, whom we can't even understand between all of the emoticons and "lols." All I will say is that there is no magic solution to anything, and you can't make an MMO.

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K Thanks Man do you know where I can Find a good video to tell me everything I need to know about these's programs I know I seem to sound like I don't know programming at times but its cuz I don't like reading I don't learn much from reading I have to see the code running and how its put in I know java from a intro level but if I wanted I could do a pretty complex program I just get lazy sometimes so ya thanks I kinda knew this but some of the programs u said to use I haven't heard but the name sounds like the same to the other programs so thanks a gain :-

) hope I don't sound stupid lol

 

There's only one way to make a pretty complex program, and that's to do it. Being lazy isn't going to get it done.

 

If I wanted I could become a concert pianist I know the names of the notes but I'm too lazy to practice or learn to read music.

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Thanks I know what ur say I'm not asking all of the code just the process of how a engine should work like what files should be loaded and some of the math I could make a 2d game easily just idk how to draw graphics too well so I understand a lot of people ask for the code but I need it to just get started in how I should go about it I could also do forms easily now no issue with methods and if statements just need to know the math and the syntax again I know I said I'm strong in java but I am still learning I just need some code examples not code snips lol
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The first language you ought to be learning through-and-through is called English. After that, I don't think I can help you, at all. No one understands what you are talking about, and the entire bucket of cringe we think you are saying really makes us want to decline in having a mature conversation with you, whom we can't even understand between all of the emoticons and "lols." All I will say is that there is no magic solution to anything, and you can't make an MMO.



Did I ask for opinions no so please leave ur thoughts to ur self all I need is sites and code examples I'm not going to use the code but I will learn from how it was made lol ig I'm better at coding than english lol
-7

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I kinda know what you are asking for.

I think your assessment that your know a lot about programming is not quite right, though. You probably have a solid idea of the basics, which certainly is not nothing, but there is still a lot of big picture knowledge you need to learn.

Usually I would agree that learning to program / thinking like a programmer in general is more important than examples of how something is done.

 

But I didn't make any progress until I found a follow-along-tutorial that happened to explain the thoughts / reasoning behind the taken steps.

So I actually like your take on learning. I read "The First 20 Hours" (first20hours.com/?) and love the message:

You should only learn enough theory that you can start doing something right away (and before that you should know your goals ... more detailed than you have outlined them).

You need to break your goals down into chunks, as many others here have said here. Making smaller games will help you get that big picture knowledge.

 

Unfortunately I don't know of any tutorials that teach the reasoning ... and I don't know of any source code on Github that you could analyze.

Maybe somebody can point something out.

Maybe you can also prove that you have the big picture knowledge that we think you lack.

 

I think Nehe might still be a place with some info on 3D Graphics programming (http://nehe.gamedev.net/). The codebase was improved ... not sure if all links point to that codebase. Maybe somebody here has an opinion on the state of those resources?

Edited by DareDeveloper
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Adams makes a bunch of good points and his answer is very honest and true.  I would take that answer to heart and start learning because you have a lot of hard work ahead of you.

Edited by ByteTroll
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Writing code that someone else has already shown you is not programming.

Programming is writing your own code to solve your own unique challenges for your individual project.

 

 

I wanted to point out those 2 sentences because everyone tells me, and not just me, that you shouldn't reinvent the wheel, you shouldn't write what someone else already has written, to save time, and at some cases to save money. 

How would you respond to this statement? 

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I wanted to point out those 2 sentences because everyone tells me, and not just me, that you shouldn't reinvent the wheel, you shouldn't write what someone else already has written, to save time, and at some cases to save money. 
How would you respond to this statement?

I'm obviously not the person this was directed to, but if I might offer a response anyway...

 

There's a difference between getting things done and learning.  

 

Reinventing the wheel is (usually) a bad idea when you're trying to get things done.  You're spending time that doesn't need to be spent, and unless you spend a lot of time and effort and are very skilled will probably produce a lower-quality replacement for the existing functionality.

 

When you're learning however, it's an excellent idea to make your own version of things as a learning experience -- you can compare to a more professional solution to judge the quality of your work, and you'll learn from figuring out how to implement it yourself.  You'll also end up with a better appreciation for the existing solutions.

 

 

You don't learn by cutting and pasting someone else's code samples -- you learn by writing your own.  You will however still take advantage of existing libraries (rather than reinventing the wheel) such as SDL/SFML/Allegro, etc.

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I wanted to point out those 2 sentences because everyone tells me, and not just me, that you shouldn't reinvent the wheel, you shouldn't write what someone else already has written, to save time, and at some cases to save money. 
How would you respond to this statement?

I'm obviously not the person this was directed to, but if I might offer a response anyway...

 

There's a difference between getting things done and learning.  

 

Reinventing the wheel is (usually) a bad idea when you're trying to get things done.  You're spending time that doesn't need to be spent, and unless you spend a lot of time and effort and are very skilled will probably produce a lower-quality replacement for the existing functionality.

 

When you're learning however, it's an excellent idea to make your own version of things as a learning experience -- you can compare to a more professional solution to judge the quality of your work, and you'll learn from figuring out how to implement it yourself.  You'll also end up with a better appreciation for the existing solutions.

 

 

You don't learn by cutting and pasting someone else's code samples -- you learn by writing your own.  You will however still take advantage of existing libraries (rather than reinventing the wheel) such as SDL/SFML/Allegro, etc.

 

Thank you. That's what I wanted to hear. Those are exact my thoughts.

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