• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

MikeDodgers

Members
  • Content count

    11
  • Joined

  • Last visited

Community Reputation

148 Neutral

About MikeDodgers

  • Rank
    Member

Personal Information

  • Location
    Melbourne, Australia
  1. Trying to get a grip on this, 2015 here I come... sort of.
  2. Monogame enables the porting of games written in XNA to run on Android/iOS devices. So, in that, writing your game for XNA and Monogame means you can write an almost single code base for all platforms, well as many platforms as they support.   If you are looking at just a 2D game XNA is a very good place to start.  Download VS2010 express, XNA 4 and everything you have there to draw sprites and animate them on the screen.  The game institute course is a good one, but it is very long.  I might also say 3DBuzz has a C# XNA 101 course that is very good too. 
  3. Yes you are right in some regards.  Walking up to them and showing your game might be the right way to go about it though.  As said, make the game get it out there.  Make it great.  If you make it great and people like it you could then throw it their way to see if they will take it, often unsolicited stuff is not picked up.  But if the game is great and there is a lot of good buzz about it then it might just come your way.   The smaller indies who have been picked up by big companies to publish with made one or two great games.  They showed they can and that means there is a chance for more.   But, that said that if you have made a great game, there is nothing wrong with trying to send it to them, all of them see which might pick it up.
  4. To put it simply.  Win32 (though less 32 more 64) is very relevant in Windows 8.  Windows RT no.  Windows 8 is still very much Windows.  It provides the same APIs that Windows 7 did, it has DirectX 11.2 (and still use 10 and 9). 
  5. Well, certainly setting the bar high.  I am not one for anyone to say you shouldn't do that.  If you have a goal then you can shoot for it.  Thankfully there is also a bunch of open source engines out there that you might be able to get the code for that will help you along your path.   In many instances the engines are often specific to the game you are writing.  This isn't a hard and fast rule.  But to leverage something like FrostBite 3 to make an MMO would require a lot of changes to the way some of the networking stack is implemented.  But that isn't to say that general engines, tweaking here and there can make any game you want.  So it might be helpful to see some RTS samples.  See how they work internally as a game to get an idea of what you will need to implement in an engine.   JavaScript is a good place to start for languages, it can lead nicely into Java, C# and then in to C++.  Engines, the best thing to help with this is interfaces and document models.  But this I mean how will you write the game that to connects to the engine, how easy will the calls be to perform the draw things of that nature.  Hide a lot of the plumbing behind good interfaces enables the game developers to concentrate more on the details of the game and not how they are going to get the thing working properly in the engine.  So understanding the game engine architecture would help.  Understand the basics of what is needed in an engine. Graphics, Sound, Input, Network anything like that.  Then dive into each of those deeper and deeper.   I hope this helps some.  You have given yourself lofty goals if you are still learning the basics but stick to it and push yourself.  It isn't impossible, but it will not be easy.
  6. Always a difficult questions to answer as a lot of it can depend on the person or even the tutorials that you use.  Some languages are just easier to learn than others.  Java and C# are good starting locations, lead to C++, Visual Basic's language style makes it easier to read and the transition path from VB to C# is line for line the same even though the syntax is different.   A recommendation I would say is something like ActionScript3 using software like http://flixel.org/ to help provide a framework for games.  It is very C in style and can lead to Java and C# later down the track and there is a couple of really good learning sites http://www.adobe.com/devnet/actionscript.html   http://www.flashdevelop.org/ is a good IDE is very visual studio in the layout.    Good place to start I would say.  Plus learning programming using something like action script means that then it is easy to transition that into making a game.
  7. Getting started, there seems to be some very advanced thinking, game engines and writing your own compiles.  If you have little to no experience picking a simple, common language is a great place to start.  Java, C#, VB, Python are good languages for beginners.  You have some basic PHP experience so that gives you the basic understanding on using data types, program flow and so on.    There are plenty of sites that can offer you the very basics, pick one that really breakdown how it is structures, the game loop, updating the assets, rendering the assets, using XNA (C#) or Flixel (ActionScript) enables a good understanding of game development by taking care of the more complex issues.   It might seem daunting but starting in a simple place, bounce a ball around on the screen, draw a circle 2D graphic, import the content into your editor (if using XNA), assign that a variable, move it around the screen, when it reaches the top or bottom reverse the direction same with the left and right, reverse the direction.  This simple use can show you how objects are animated and then rendered.  Then extend it, change the ball colour when it hits the wall, speed it up if you change it red (red is faster) and slow it down when it goes blue.  Or something along those lines, get creative.   This might not get your closer a great deal to the game development but it shows the basics and seeing something simple on the screen working when you are a novice can do wonders for your confidence.
  8. I agree with a lot of mentioned here.  But I think as mentioned the learning the language you want to program your game in is key.  Some say get to work on rendering and animating etc... but what about looking at the basics; Variables and data types Classes and Objects Conditional Code, If, Case, While, For and so on.   C++ is a good language but it is far from the easiest language to learn.  C, Java, C# are a little more forgiving than C++ (as in if you make mistakes, accessing memory not yours can get you into big trouble) and lead you nicely into C++ when the time comes to push things further.   But also one can learn about the way a game works, using GameMaker can simply enable you to see the game come together, wonderful tool for prototyping but even releasing the game itself.  Most of what I have read here should get you inspired to go further into games and I wish you all the luck.   Troubles, just ask there are many people here who are willing to help for nothing and
  9. I will reply with what I know. As many of you may or may not be aware Visual Studio 2012 does not currently support Windows Phone 7. VS2010 is still required. XNA is tied to Windows Phone 7, I can't say for 8. But they do understand there is a large difference between developing in C# and in C++. But I can say MS is moving more inoto DirectX, since XNA uses DirectX 9, and though Windows 8 desktop will support it, the WinRT will not support it as in not run it. This is due to the architecture of WinRT. SharpDX provides that link for C# developers to use their XNA skills but isnt an MS framework. Managed DirectX did become XNA (XNA was part of the set of .NET assemblies on the 360 including the Compact Framework). I have attached the model it might help explain it. Sorry i didn't get all of the right hand side but that looks at no WinRT applications.
  10. Yes absolutely. I am figuring that though the course stuff from 3D buzz is good, and what I have done already in C# and XNA has helped, there is nothing like sinking your teeth into a proper project.
  11. Mike, I saw your post on gamedev. I'm also studying the 3dbuzz stuff, but unlike you I have just completed my course but in C++.
    Would love to have a chat and see if there is something you'd be interested in working on with me... its XNA related.