MERKB7661

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About MERKB7661

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  1. A Newbie, A Vision, No budget.

    I don't know at what point something here will really stick out for the OP, or at what point all this will become INFORMATION OVERLOAD. What I do know is that there has been alot of good advice, and a bit of not so good advice, but this post seems more like a cry for reassurance, something that many, if not all of us, had before we started "making games" That is something everyone here CAN and SHOULD give you. With realism thrown in, of course, but here's the truth of the matter in game development: 1. EVERYONE here has a passion for games. Mostly, some stage and form of developing them. That being said, everything begins with... 1.a IDEAS IDEAS, PASSIONATE, EXCITED, IDEAS. 2. You have an idea and a desire to make a great game. The first step, which you probably have by this point, is start small to learn. 3. FIND YOUR NICHE. What about the games stimulates you? Do you have a desire to create beautiful things that will make a game (graphically) what it is? Does the art inspire you? Maybe you want to bring things to life. Programming is a safe bet if you do, because, for 2D games especially, there is art available, even just stock graphics, that can give you some gratification without hiring an artist. 4. Prepare for some form of burnout. This is important, because as you learn everything that goes into making a game, you will inevitably become overwhelmed with something at some point. This adheres to the Rome wasn't built in a day. Imagine if one man decided to build Rome himself... he might get as far as getting the tools and supplies, and even erecting a building before realizing... HOLY SH** I'M TRYING TO BUILD A CITY. You will learn about the process, and it can be very overstimulating, but with lots of experience, you will learn to pace yourself and prepare. Don't give up. 5. Yes, choose your tools wisely. I will not go into this here, there are many other posts on this, and it sounds like you have some idea anyway. I would say using Gamemaker or the like to prototype at least is a safe bet, because it provides quicker gratification than, say, C++ could afford you. That being said, I doff my cap to everyone who insists on learning things like C++ first and only, as I know a good many of those people who suceeded. 6. Yes, you can make a game by yourself. What kind and how big, I truly belive that is best left for you to decide by just doing it. You will quickly learn what your limitations are, much more quickly than for you to digest all the pages we here at Gamedev have written. GOOD LUCK WITH CAPITAL LETTERS!!!
  2. If vs. While

    I knew there were nuances that were not crystal clear at first glance... Thank you everyone very much for sharing your wisdom.
  3. If vs. While

    Thanks Durakken, that really clears it up. I appreciate it.
  4. If vs. While

    For loops I understand perfectly. The problem I have is more in scripting engines. When I'm doing framework programming in C++, the difference between if/while is clear. But in engines that have a single update state, which is updated once per frame, then if does the same thing under a condition. For instance, say I want there to be an action when a player is standing on a trigger. If I use 'If' conditionals, the action will happen every frame, because the update function will evaluate that I am still on the trigger. The same happens with a wile function, like so: // Psuedo code (this is updated once per frame) if(collision with trigger) { ResultingAction(); } OR while Collision { Resulting Action }
  5. Signed sealed and delivered.
  6. If vs. While

    I have been teaching myself programming off and on for a few years now, and I am beyond beginner status in many ways, but I seemed to have missed something very important in my teaching. What is the benefit of using if conditionals instead of while? What I mean to say is, what is the difference, beyond the ability to use multiple break conditions in while statements? I always use if, but a great deal of example code I find, especially in scripting, uses while commands. Can someone explain to me the pros and cons? I am doing really well in my scripting, I have made some advanced scripts for my game betas and demos, but I need to know this. I have implemented both types of conditionals, but I really want to know the nuances of the variations. Thank you guys! (and gals).
  7. pro and cons of using pre made engines

    I personally love debugging. Good challenge, and it's impossible to code without having to do it at some point. Conversely, as Serapth said, there's nothing like getting your paws on some nice, clean, working code.
  8. Unity Full script based game engine

    [quote name='JBourrie' timestamp='1307000691' post='4818564'] For Unity, I would suggest just downloading it and going through a few of the tutorials. After an hour of tutorials, you will be able to answer more questions than hours of asking on this forum. [/quote] I agree in general, but I would also like to add that the three tutorials Unity offers leave a lot of blanks. There are a couple of [i]excellent[/i] Unity tutorial books out there. One of my favorites is this one: http://www.gamedev.net/page/books/index.html/_/programming-1/game-programming-9/game-engines-41/unity-game-development-essentials-r772. It is called "Unity Game Development Essentials by Will Goldstone.
  9. Can someone help explain interpolation?

    Thank you, thank you, and thank you!
  10. I have seen some references in coding books and forum posts to interpolation coding. What exactly is interpolation, and how does it apply to programming?
  11. Could probably move this to Help Wanted.
  12. Unity Full script based game engine

    Scripts in Unity and UDK are processed directly by the IDE; just like any other programming environment. The difference is the environment itself. Yes, you have control over user input, but the graphics, sound, and input framework are set up by the engine, so you don't have to do alot of pointless initilization. Does that answer your question?
  13. Rise Or Fall Of The Gaming Industry?!

    I read a book called [i]Masters of Doom[/i]. That's the kind of game development environment I wish we still had. With the recent influx of mobile and web development though, my confidence is restored slightly. Garage devs with big dreams will always find a way, and those same fans will keep buying.
  14. Need Help Starting A RPG

    If you have little or no programming experience, my suggestion is to try RPG Maker. Trial edition lasts 30 days, I believe, but the software isn't horribly expensive if memory serves. Here's why I recommend that particular engine: It is already programmed according to your needs. It is also [i]great[/i] for getting used to the game development loop. variables, timers, the game flow, and branch events are all at your fingertips with no programming necessary. And of course, the ability to script in Ruby is possible later on. The possibilities to create some very intricate gameplay situations rather quickly and just get the feel of how the gameplay flow works was one of the most valuable experiences in my path to game development. And I'm still a noob. But it is amazing. Good luck with whatever you choose.
  15. Idea for game

    [quote name='OtherWorldCreator' timestamp='1303757687' post='4802762'] Hello, I appreciate you taking time out to respond to my post. However, your negativity is not welcome. If you were not some kind of video game programmer and you had an idea for a game, but not a computer or the means to develop it, what would you do? No need for trying to shatter dreams. Geesh! [/quote] You have to understand. These are people who know what they're talking about. Video game development and publishing is a Hollywood, and you can't walk into 'Hollywood' and say "Hi Steven Spielberg, I have a great idea for a movie, you should make it and put Tom Cruise and Julia Roberts in lead roles. But I want to give input and get money, because it's my idea". It just doesn't happen. If you think about it, video games are easier to break into than movie making. Independant developers have always been a breed of nerd-geeks who had a passion and an IDEA to bring to life. If you have a laptop, the internet, and a library, you CAN make games, they've been doing it since Doom. It's not easy. It can be downright discouraging. But if you really do have faith in your idea, then we are here to tell you, you CAN see it to frutition. Stop getting defensive and get a work ethic.