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Good step-by-step development tutorials/books

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Thanks for mentioning those two books, they are great and i heavily recommend them. I would, however, recommend reading the SDL one first, so you can understand the abstractions mentioned in the SFML one better.

 

 completely forgot about them! Looking for more tutorials/books though. :D

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Unfortunately, that Reconstructing Cave Story series is probably the most detailed tutorial you'll find for step-by-step game creation. Although much more simplistic, you may want to check out the Snake tutorial on this website if you haven't already.

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I wasn't talking about their OpenGL tutorials.  I was talking about their beginners C++ tutorials in which they make a complete game from scratch.  These may be a little dated but as a tutorial for somebody who wants to make a complete game step by step they are a good start. 

 

From your original post I thought the onus was in tutorials that provided complete step by step tutorials on making a game.

Edited by Buster2000

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I have to agree that, sadly, there are not very many things that go in detailed steps like the Cave Story link. I also agree with the Games from Scratch link and the SFML Game Development/SDL Game Development books being great resources. I own both books, as I love to buy books just so I can read them and recommend them if I like them.


If you are not sticking to c++ then Game Maker is a good tool for beginners and there are lots of books availble too

No one said they were giving up on C++. If someone gave up on C++ due to its complexity, I wouldn't recommend Game Maker until the last resort, but rather C#, Java, Python as an alternative language to try and learn instead or Unity. Then ultimately Game Maker, but again I don't recall reading anyone saying they were leaving C++.

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The thing is, i'm not looking for a complex program. Step-by-step tutorials are great for knowing the small design decisions and challenges that you are faced when creating a project from scratch. The SDL and SFML books mentioned in this topic are great examples of that. The games are very similar, but the authors have very different approaches to similar decisions. This, in my opinion, is precious when creating a project of your own. Being able to see the problems in different perspectives is priceless.

 

To sum up, i'm not looking for something that does the job for me, but something that gives me a different perspective, a different way to tackle common problems in game development. Step-by-step tutorials are great for this, specially if we focus on C/C++ tutorials. Having that said, i wish we could share more links and book names instead of discussing the morality of the topic.

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http://codingmadeeasy.ca/tutorialLayout/cpp for c++

and

http://codingmadeeasy.ca/tutorialLayout/sfml2 for c++/SFML 2.0.

 

are both pretty step by step and rather easy to follow. He walks you through the game creation from beginning to (mostly) the end. He does a fairly good job of explaining what he's doing and why, and how it ties into the rest of the program. I found that pretty essential and extremely helpful when I watched them.

Edited by Misantes

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The issue I have with step-by-step tutorials is that they don't usually promote the programmer taking time to understand it, but rather encourages them to take shortcuts and simply copy and paste the code to get the game done. This leaves them running into the same issue until they stop and try to figure it out themselves or get guidance from another programmer who won't give them the answer right off. That is just my personal opinion on them though.

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They do have advantages:

  • They give beginners a good notion of all the required expertise when implementing a specific game
  • They give a good insight on different ways of tackling different problems (different devs, different approaches to game dev)
  • They give a good notion of what's required to implement a speicifc game design

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The issue I have with step-by-step tutorials is that they don't usually promote the programmer taking time to understand it, but rather encourages them to take shortcuts and simply copy and paste the code to get the game done. This leaves them running into the same issue until they stop and try to figure it out themselves or get guidance from another programmer who won't give them the answer right off. That is just my personal opinion on them though.

 

This is the exact problem I'm running into. I'm to a point where I can recognize someone's patterns, but they're still mum as to methodology.

 

I've been really hurting for guides that stop and explain the programming equivalents of "hey, if you're microwaving food, arrange it around the edges of the plate so it heats more evenly," or "yeah, you could drive that screw into the wall with a hammer, OR you could use a screwdriver because it works WITH the screw."

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They do have advantages:

  • They give beginners a good notion of all the required expertise when implementing a specific game
  • They give a good insight on different ways of tackling different problems (different devs, different approaches to game dev)
  • They give a good notion of what's required to implement a speicifc game design

 

The only ones that get that advantage are the ones who actually bother understanding the code in the tutorials. Unfortunately, the number of 'beginners' who are impatient and want to go from 0 to 60 now is steadily increasing. 

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So, the fault lies in part of the audience, not the author of the tutorial or the intended audience. This is a whole different discussion, and has nothing to do with people who enjoy reading tutorials with a specific purpose. Take the SFML book mentioned in this thread: not only the author gives a great insight into all the required expertise for creating a whole game, inspiring the reader to go the extra mile after reading the book, but it also gives great C++11 tips and game design tips. It's a wonderful book, impossible to get bored while reading. Now, how many programming/game dev books you slept while reading? 

 

There is different content for different people. And some enjoy working on full projects, with clear objectives, and have a helping hand going through it all.

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They do have advantages:

  • They give beginners a good notion of all the required expertise when implementing a specific game
  • They give a good insight on different ways of tackling different problems (different devs, different approaches to game dev)
  • They give a good notion of what's required to implement a speicifc game design
The only ones that get that advantage are the ones who actually bother understanding the code in the tutorials. Unfortunately, the number of 'beginners' who are impatient and want to go from 0 to 60 now is steadily increasing.

Then that is a totally different argument and nothing to do with the actual content that he original poster is asking for. While I do agree with you, you will only get out of those tutorials by how much effort you put in. Though if you actually put in the the time and effort, like it seems the orginal poster wants to do, then those tutorials can be of great benefit.

I just think it's wrong to say those tutorials/content is bad for a programmer then blame it soley on the users of the content that doesn't put the time and effort in.

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