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Everything posted by Serapth

  1. If you are interested in learning the free cross platform Lua powered Defold game engine, this tutorial series is a perfect place to start. It covers all aspects of working with Defold, starting from creating your first project, to sprites, animation, input, music, physics, particles, scene loading, GUIs and much more. If you prefer video, there is one of those as well covering the same material as the text tutorial. If you've never heard of Defold, its a cross platform (LInux, Windows, Mac), Lua powered mobile friendly 2D game engine, made available by King (Candy Crush people). It's free to download and use.
  2. Serapth

    Game Math

    If you are text only, you will have very little requirement for most game math, although you could still require some finite math for odds, probability, statistics, etc.   For basic 2D gamedev math, I did a tutorial covering/demoing several popular requirements ( ) such as shooting, turning, aiming, collisions, etc.
  3. As far as I know Slick is dead. LibGDX is an excellent framework though.
  4. I put together a guide specifically for parents looking to get their kid started in game development.   That said, it was written for a younger age.  13 is an age where the kid should be more of a self starter, and certainly needs less hand holding.  I guess what I mean by that is I recommend the same starting point for a 13 year old that I do for a 31 year old.   Now if you child has shown little interest beyond actual gaming, it could be kind of tricky.  If the interest in making games (vastly different than playing them), you really can't change that.  However if there is genuine interest, there are a few different routes he could show interest in.  Programming, art and design.  Depending which he is most interested in, I have different recommendations.  For a design, go with a more high level hands on visual tool, be it Construct2, GameMaker, Stencyl or even Unity.  For a programmer I'd start with a lower level language combination.  My personal recommendation for someone with zero prior coding language is the Lua/Love combination but there are plenty of solid options here.  If he is of a more artistic bent, thats pretty much a completely different discipline.  As a Student, he has full access to a full suite of applications from Autodesk completely free.  Or of course there is the open source Blender.
  5. If you googled LibGDX tutorials, there's a pretty good chance you've found my series.   Truth of the matter is, other than the getting started process ( which has gotten a great deal easier ), the library hasn't really changed much since I wrote those tutorials.  Mature frameworks (LibGDX, XNA, SDL, SFML) tend to be this way, with a very stable API.  So even though the tutorials are a couple of years old, they are certainly not out of date.  That said, the video series is about a year newer.   There have of course been changes over the years, but the community has been AWESOME in this regard.  For each tutorial section you read, or video you watch, be sure to check the comments below.  If the API has changed you will almost always see a comment explaining what changed and how to work around it.   If you have a specific question though, fire away.  LibGDX is a great framework, stick with it.
  6. I've done a few tutorials on this subject you might find handy.  Personally I use a tool called TexturePacker most of the time for my own work, it's got a free version available.     Creating a Walk Cycle Spritesheet in Under 15 minutes -- Mixamo Fuse + TexturePacker + Blender   Spritesheets in Cocos2d-x  -- TexturePacker Again   Spritesheet using Daz and GIMP -- Um, Daz3d and GIMP   Flipbook Spritesheet in Unreal Engine   Defold Engine Spritesheets     At the end of the day it really comes down to your engine.  I do however recommend you check out TexturePacker, although there are several alternatives available.  
  7. I am not a C::B user but I'm willing to bet the reason you are crashing outside of the IDE but not inside of it is because of resource paths.  Codeblocks may be implicitly defining the current working directory and that's where youre code is running relative to.  Outside of the IDE this value will be different, generally the location of your executable.
  8. I did a hands on with Spine article a few months back and showed how to use the results in a LibGDX game.  Spine has runtimes for many of the most popular game engines.   If Spine aint your thing, there is also Spriter, Creature and the free Dragonbones package.  You could roll your own solution but that seems to me a bad use of time and a classic example of NIHS.
  9. Serapth

    Start from the scratch

      I've done a comprehensive Godot tutorial series that should get you started.   While I'm not a huge fan of starting with Python (for reasons given above and others), I do think Godot and GDScript are a great choice.     Wow, thank you :) ! Is your Tutorial based for real beginners in programming, or begnners in Godot?     New to Godot, but it should be fairly accesible to new developers once you've got the basics of Python or another similar language down.
  10. Serapth

    Start from the scratch

      I've done a comprehensive Godot tutorial series that should get you started.   While I'm not a huge fan of starting with Python (for reasons given above and others), I do think Godot and GDScript are a great choice.
  11. Serapth

    [Solved] Rotate towards a target angle

    The example code is in JavaScript, but my GameDev Math series covers this and more.  Specifically rotating to face another object.  Grok the basics first, then move on to more elegant solutions later.
  12. Serapth

    what was the first video game?

    Ahoy's History of Video Games is a great video on the subject.
  13. Serapth

    When you were starting out...

    When I started out, there was almost no material to work from.  This is a double edged sword, as it encouraged experimentation and hands-on time is required to learn anything.  You can't just read about something, you need to do it, multiple times in fact.  On the other hand, things were also needlessly difficult to learn as a result of missing material.   Thank the dogs for people like Michael Abrash that started publishing books on an otherwise arcane subject!
  14. Serapth

    [Help]Learner Trying to Learning Blender

    I've done a massive multi-part Blender text based tutorial series that will teach you everything you need to know to get started with Blender, starting from 0 experience.   If text isn't your thing, I also [did a video series]( that teaches Blender in 5 1 hour chunks.   Otherwise stick with it.  It's daunting at first, but not as bad as people say.
  15. Funny, after the last two comments, I guess I'm playing devils advocate.  In my many years as a professional programmer, I can't say there are many "real world" (AKA, not Brainf*ck) programming languages that are popular while being truly awful.  Frankly there are two, IMHO. Objective C PHP PHP rose to prominence simply because it was free and part of a free stack of technologies (LAMP) at a time when alternatives like Coldfusion, JSP and ASP.NET, could have thousands of dollar price tags.  PHP wasn't popular because it was good, simply because it was free.  Now years later it only exists because of the massive amount of legacy code that has been written on top of PHP due to it's early traction.  Point blank, it's still a terrible programming language.   In this day and age, there are so many good free options that are also powered by good or mostly good programming languages.  Node/JavaScript are strong front runners, Ruby was super popular with Rails, although Node really bit into that developer base.  Simply put, there are so many better choices to start with today than PHP... please, just dont.
  16. Consider checking out the Godot Engine.  I reviewed it a while back, as well as an updated video when version 2.0 was released.  It's an open source, C++ powered 2D/3D game engine with a full editing environment.  It is certainly worth checking out.   Why do I suggest Godot over UE4?  Simplicity, open source, being more generalized (UE4 can be used for a lot of things, but at it's heart it's very much a level based FPS engine).  There is nothing wrong with UE4, but for a single developer it's often massive over kill, and you've effectively got to learn the meta language they have layered on top of C++.  Of course, it's a perfectly acceptable option, just realize it's a pretty massive undertaking.
  18. Serapth

    I'm really new in this

    For sound effects, FMod is perhaps the most popular commercial game audio solution (it or wwise).  Recently they launched which you can see in action in this video.  The cool thing about is its a massive collection of royalty free audio effects for like a buck a piece.  Best part is, you get 50 free to start.  For many games, 50 is more than enough.
  19. Serapth

    Where to learn 2D Math for game dev

    I did a collection of common 2D gamedev math recipes, covering the basics like moving in a given direction, orbiting an object, rotating to face an object, collision boxes and circles.  Basically 99% of the math you need to make a basic 2D game.     If you run into trouble and need to move beyond the basics, Khan academy is a very good source.  For me, my ancient OAC calculus textbook has been invaluable believe it or not.  Granted, there is no such thing as OAC anymore, so that's not a lot of help....  these days it would be about the same as a 101 level course I believe.
  20. Serapth

    Just need some start advice...

    Truth of the matter is your next step is to just jump in.  You will quickly learn what you need to know as you encounter it.  Experience is as always, the best teacher.   If you are looking for projects to start with (and what you will learn from them) try this list.  If you are happy with Construct and Unity, stick with them, nothing wrong with either engine.  If you want to switch, I've done a review of several of the most popular game engines, although switching generally isn't in your best interest.  Learning a little about a lot of things can bite you in the ass, a bit of focus is your friend early on.     As to art assets, many people start with or opengameart.  The second is a great resource, but I really wish it was curated better.  You just end up wasting so much time on garbage, which is frustrating.
  21. Title pretty much says it all.  The GearVR is Samsung's Oculus powered VR headset.  These tutorials cover starting development in Unreal, Unity as well as Samsung's Java based GearVRf library.
  22. Probably not for absolute beginners, but this is about as beginner friendly a tutorial series as you will find.  It covers creating a 2D game in Unreal Engine using Blueprints.   In some ways, UE4 via blueprints might actually be a decent way of learning to program.  But learning programming AND UE4 and Gamedev all at once, that's asking a lot of yourself.
  23. Perhaps you've seen the banners for it here on  Atomic Game Engine is a cross platform, C++ based, JavaScript/TypeScript/C# 2D/3D game engine built on top of Urho3D.   Today as part of the ongoing Closer Look game engine series we just did an in-depth review of the Atomic Game Engine.  There is also a video version of the review.
  24. Serapth

    The Atomic Game Engine review

    Hard to just do direct comparisons like that.  Unlike all of those engines, it's 2D and 3D.  SpriteKit is single platform... well, single vendor, which is obviously an issue to many.  Corona is mobile focused and Lua powered.  If you want to target desktops, Corona is a non-starter I believe (may have changed).  By Cocos I assume you mean Cocos2d-x?  The big difference there, other than being 2D only, is the level you work at.  Atomic has much higher level tooling support.  Cocos2d-x has a VASTLY larger community.
  25. Serapth

    collusion and librarys

    As to OpenGL and Java (and LWJGL), the reality is, Java has no native library capable of creating real time games of any complexity.  There were some attempts like Java3D, but they went nowhere in the end.   So to do high performance 3D you need a 3D library of some sorts.  That is where OpenGL comes in, its a cross platform 3D api that is supported directly by your video hardware, so it's quite zippy.  However, OpenGL is a C api, so you need a translation layer when working in other programming languages.  LWJGL is such a translation layer, referred to as BINDINGS, although LWJGL does a lot more than just wrap OpenGL.   Working with LWJGL is still pretty low level, so it's quite common to work at a higher level than that, be it a library or a game engine.  jMonkeyEngine is a popular 3D engine that is Java based, while LibGDX is a popular 2D/3D library.  Both make use of LWJGL under the hood, to use a car metaphor.   As to detecting collisions, as others said, its common to use a third party library.  Common physics engines with Java bindings are Box2D and Bullet.  Both LibGDX and jMonkeyEngine have support for one or more built in if you go that route.   However if you are just working in a simple 2D game, all of this can be overkill.  You can check for collisions using simple rectangles.  If you need to search for the term, use the term "Axis aligned bounding boxes" or AABB and you will get tons of results.  Even that might be overkill, as you can often use a simple rectangle class, or a couple if if statements, depending on your level of complexity.
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