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Archendrus

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  1. The best program to begin game programming: #include <iostream> int main() { std::cout << "Hello, world!\n"; return 0; }
  2.   I think that's a good idea.  I know that, personally, every time I run across a new engine/framework/language, I want to make something with it. It's mostly out of curiosity and because it's fun to play with new things, but it takes away from my end goal, making games.  Leaning a new engine/framework/language takes time, which is time that could have been spent learning how to make better games.     You said that you've started a lot of simple games, but haven't finished any of them.  I'd suggest picking at least one and finishing it.  If you don't finish games in Unity, you won't finish them in any other engine.  It's easy to get distracted by all the tools out there, but finishing is incredibly important and will teach you a ton. Good luck!
  3. I get the feeling that the problem is not so much you lack the motivation to make games, but the motivation to START learning how to make games.  It's the same with any huge task, the hardest part is starting.  The best way to do it is to just dig in.  People who climb mountains start by taking one step forward.  Start with a simple tutorial on youtube, then another, and another. Then mess around with those tutorials on your own. Here's a good one: https://www.youtube.com/watch?v=_IONRdFLF38&list=PLX2vGYjWbI0SZQGnOC1RJl-pcxpmAYXYO   L.Spiro's advice might sound a bit harsh, but she has a point and sometimes people need to hear the un-sugar-coated version.  Your love for the activity is your motivation.  You love the thing you do and you want to learn all about it, and work on it every chance you get, and read about it when you can't work on it, and be the best you can possibly be at it.  So I guess the problem is not motivation for game developement, which comes from a love of game development, but motivation to begin a huge task.  
  4. I also had problems with IsFullscreen, ToggleFullscreen() and GraphicsAdapter.DefaultAdapter.CurrentDisplayMode when I first started with MonoGame too.  However, they have been fixed in recent development builds since the last official release (3.2).  You can get the most recent build here: http://www.monogame.net/downloads/  Under the Development Builds section.     The fullscreen fix also includes a new option not available in XNA to choose between windowed fullscreen and exclusive fullscreen. Some details about it here: https://github.com/mono/MonoGame/pull/3494 It seems the original windowed fullscreen has also been improved because I no longer have to get CurrentDisplayMode.Width/Height and manually resize the borderless window. Setting IsFullscreen=true or ToggleFullscreen() will maximize the window on it's own.     Good luck!
  5.   That's true. I'm probably just getting hung up on the details.  I had thought that maybe my movement code was wrong in some way, but it turns out it's just a side effect of the scaling, more noticeable in some games than others.  Thanks!
  6. Hi everyone, I've come across a problem while working with MonoGame to create a top down twin stick shooter.  I like to work with a small resolution (432x240) and scale this up to the current desktop resolution when drawing to the screen.  I've accomplished this using RenderTargets and it looks great until I move a sprite diagonally.  The sprite moves diagonally with a slight zig-zag, or staircase motion, rather than smoothly.    While researching this, the best explanation came from an old post on the XNA forums, "movement will not look fluid because you're operating on far fewer pixels than you're drawing"   I understand that you can't draw between two pixels, and it's the scaling that makes that fact really obvious.  A normal 1x1 pixel can become 2x2 or larger depending on desktop resolution.  After trying everything I could think of/google, the only thing that solved this choppy movement problem was scaling all my assets up 3x and increasing the game's resolution.  I may have just answered my own question, but I was wondering if there was an alternative to pre-scaling everything.  Working with a small resolution and scaling up at draw time seems to be a popular thing to do, so I was hoping others might have a solution to this.  Thanks for any replies!
  7. You might have come across this already if you searched OpenGameArt.org, but I found this art for an open source dungeon crawler called Heroine Dusk when I was researching the very same thing. http://opengameart.org/content/first-person-dungeon-crawl-art-pack
  8. Another option for game development in C# is Monogame.  It's an open source implementation of Microsoft's XNA framework. I think it's a pretty good middle ground between using an engine like Unity and starting from scratch.  There are some great tutorials here: http://rbwhitaker.wikidot.com/monogame-tutorials Most XNA tutorials and examples will work with Monogame and there are a ton on XNA resources out there. 
  9. Interesting observation. I gotta say that I'm a little guilty of it myself because I've never been very talented in the art deparment, but I've been able to come up with some pretty decent, basic pixel art. I find that creating art for games is a little easier when working with the often tight contraints of retro pixel art. But it can also be a challenge as well. How do you best convey what you want in 32x16 pixels and three colors? I think someone with a talent in art would actually have a harder time conforming to retro contraints. I think the style is popular because the indie developers now, are, for the most part, people who grew up with that style and are fondly paying tribute to it. Indie development, in some ways, is the antithesis to AAA development. AAA development is, for the most part, focused on visuals over gameplay. Indie development seems to say, "Let's strip away all these flashy visuals and go back to gameplay."