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Hazard Games

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8 hours ago, jazzyspazglobal said:

You must first learn a language. C# is a good one to start with in my opinion. Not sure how some of the more senior members feel about it but it was my first language and I enjoyed programming a lot of beginner projects in it using XNA/Monogame. 

After you feel comfortable with a language you just simply start working on projects to improve yourself! 

Here are some books I have that helped me when I first start: 

Think Like a Programmer: An Introduction to Creative Problem Solving

Beginning C++ Through Game Programming

Microsoft Visual C# 2015: An Introduction to Object-Oriented Programming

If you don't want to spend any money then Youtube is definitely the right place to check out. TheNewBoston and CodingMadeEasy have nice videos! 

Here are also some resources aimed at beginners:

C#: http://www.learncs.org

C++: http://www.learncpp.com

I'm definitely not an expert (Still in college) so check out other replies as well. I hope I helped!

im new here. I want to build my game with unreal engine 4 (blueprint without programming code) its ok? or I should learn to programme?

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I would strongly recommend going through the UE4 Documentation section: https://docs.unrealengine.com/latest/INT/ Then you can read up on Blueprints https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.html + examples: https://docs.unrealengine.com/latest/INT/Resources/Showcases/BlueprintExamples/index.html

From what I know you can make a game using just Blueprints, but if you feel limitations you will want to learn to program, don't use UE4 as a way to learn C++, this would be considered horrible practice. I've always taught people to learn general programming first before even getting into game programming.

Go through the blueprint guide, and if you're still finding restrictions to what you wish to accomplish, then you'll have to pick up C++ and start coding, but I suggest learning to code in C++ outside of UE4 first.

From what I know, using C++ with UE4 allows a lot more custom features, but this isn't important to someone that is new to the game development out the gate.

Edited by Rutin

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3 hours ago, Hazard Games said:

im new here. I want to build my game with unreal engine 4 (blueprint without programming code) its ok? or I should learn to programme?

Yes you should learn to program! I work with lots of new Unreal developers and the most common mistake is that developers think Blueprints isn't coding.

Blueprints is just visual programming instead of text programming. It's still code and you still need to know how to program.

 

Who is this liar telling people that visual code isn't code!?>:(

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1 minute ago, Scouting Ninja said:

Yes you should learn to program! I work with lots of new Unreal developers and the most common mistake is that developers think Blueprints isn't coding.

Blueprints is just visual programming instead of text programming. It's still code and you still need to know how to program.

 

Who is this liar telling people that visual code isn't code!?>:(

@Scouting Ninja I agree. I have been using Blueprints a lot and while it is not lines of code I am typing up, it certainly acts like code. I would argue it is also far easier to debug, especially with the tools UE4 provides. I have not had to use a C++ module yet with the functionality Blueprints provides, but when I do need to I know I can

 

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14 minutes ago, Scouting Ninja said:

Yes you should learn to program! I work with lots of new Unreal developers and the most common mistake is that developers think Blueprints isn't coding.

Blueprints is just visual programming instead of text programming. It's still code and you still need to know how to program.

 

Who is this liar telling people that visual code isn't code!?

I would put Blueprints on the level of visual scripting more so than using C++ as a full programming language. Not to say it isn't coding, but visual code in the constraints of UE4 environment. Using logic with Blueprints is still not on the same level as programming with C++, as you're still restricted to one environment which is essentially templated for you.

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32 minutes ago, Rutin said:

would put Blueprints on the level of visual scripting more so than using C++ as a full programming language.

That is fair. Out of the box blueprints have some code limits. This of course is done so that artist who use blueprints to create there content can't effect the game code.

So Blueprints != C++.

However using blueprints requires knowledge of object orientated programming. Blueprints is closer to Python than C++.

 

Also expanding blueprints is very easy: https://wiki.unrealengine.com/Blueprints,_Creating_C%2B%2B_Functions_as_new_Blueprint_Nodes

 

Edited by Scouting Ninja

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4 minutes ago, Scouting Ninja said:

That is fair. Out of the box blueprints have some code limits. This of course is done so that artist who use blueprints to create there content can't effect the game code.

So Blueprints != C++.

However using blueprints requires knowledge of object orientated programming. Blueprints is closer to Python than C++.

 

Also expanding blueprints is very easy: https://wiki.unrealengine.com/Blueprints,_Creating_C%2B%2B_Functions_as_new_Blueprint_Nodes

 

For sure! :)

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2 hours ago, MobileGameGraphics.com said:

First, you should learn to code, or else you will hire someone who will code, and bought some good game theme for your games.

Buy? Maybe he can make other things himself? Coding part is MUST

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