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About sharpe

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  1. I'm still a beginner too, and no where near ready to start thinking about making even a small, simple game (that comes much later), but I started with this tutorial: http://csharp.net-tutorials.com/basics/introduction/ Now, I'm slowly working my way through Head First C# and liking it. I picked it up at my local Borders for about $50. I'm glad I worked through the online tutorial first, but the book absolutely holds your hand through everything so far. It's 100% up-to-date (11/29/11) as far as I can tell. Every picture and button has been exact.
  2. Great news! you don't need a team to make clones of any of those games! Various versions of Game Maker (for example, RPG Maker VX for the Finl Fantasy clones) will allow you to do so on your own with time an effort. Their built-in scripting can also act as a beginning to learning programming. Plus, you'll often need additional artwork, so you can either work on making your own or finding someone to help you. For most (some?) versions of Game Maker, you can sell your product. So, you would gain all the experience you're asking about just by making one game with any form of Game Maker. Otherwise, you're asking about how to build a car from the ground up with only raw materials without having ever even turned a wrench before. People aren't telling you not to assemble "Superforce GameDev Team Go!" because they don't want you to accomplish your goal. They're telling you to grasp a reasonable goal first so you can one day actually realize your dream. At the same time, though, none of us think you will attain your dream. To us, you're just yet one more in an endless, massive horde of people who just really like video games and want to make their own. Don't worry! If I were to make a, "I'm a total newbie and I want to break into the industry but know nothing about anything," post, everyone would think the same of me! And, they'd be right! So, no big deal. Have you ever walked up to a little kid playing a sport, such as baseball or basketball and asked them what they want to be when they grow up and they say, "a professional ball player!" You know that's not going to happen. I'd say there are less members of the core game development world than professional ball players of any given sport. That's a cold, hard reality for people who want to break into the industry. But, an indie developer with a smash hit? Chances are way, way, way slimmer than that kid's of becoming a pro ball player. But! Prove us wrong! Work hard and all that and one day, years from now, you can re-visit this old thread and update it with your latest breakaway hit! Not trying to be hard on you. Just saying. Good luck on whatever path you chose.
  3. sharpe

    C-C#-C++ or C#-C-C++

    Why are you lost? Every single person in this thread who answered your question told you to start learning C# instead of C or C++. The FAQ recommends C# (or Python). These threads are very common and there are several on the front page of this forum. C# seems to be the most commonly-recommended language here, and that goes along, once again, with the FAQ. There is no ambiguity about it. Here, let me help you: [size="7"][color="#FF0000"]---> START LEARNING C#!!! <---
  4. sharpe

    Game Development Langauge

    I agree intirely with DarklyDreaming. I'm a total newbie too, but I've learned the very basics in both Python and C#. I'm going to answer this question and say Python. By far. By great and wide margin. Python, compared to C#, is so simple to learn the basics it's fun. Also, it's an interpreted language rather than a complied language, so it's very cross-platform. What is written runs on a Windows computer, Mac, or for someone running Linux as long as they have Python installed. Like the FAQ says, it's a great language with which to start programming. I'd suggest downloading the 32-bit version (trust me, stay away from the 64-bit one!) of Python 2.7.2 and work through this tutorial: http://www.learn-to-program.net/ By the time you're done there, you'll be in a better place to actually make decisions in an informed way. -Sharpe
  5. sharpe

    Game Development Langauge

    I read the FAQ before posting and eventually picked C#. I'm glad I did.
  6. Did you read the Forum FAQ? Initially, I chose Python and this is the first tutorial I used: http://www.learn-to-program.net/ I come from a background of RPG Maker VX and enjoyed its use. If you want to make games, try some form of Game Maker. If you wan to learn to program, I would recommend Python. Good luck!
  7. sharpe

    Text Based RPG help

    The .exe crashes instantly upon moving on my Windows 7 laptop. It crashes immediately after selecting north, south, east or west. I used both the number keys above the letters, and on my laptop's keypad. Windows informs me, "rpg.exe has stopped working." I'll try compiling it later. It's 1:15 a.m. and time for bed. EDIT: Compiling seemed to work.
  8. sharpe


    I didn't thoroughly read the thread, so I may be off base here, but I just wanted to point something out with your first map. http://imageshack.us/photo/my-images/802/63166678036f575aeea9o.jpg/ Water, as I'm sure you know, attempts to equalize its level as gravity pulls it down. That's why the ocean is basically flat no matter how shallow or deep the floor is. In your first map, the water on the right would act much like a toilet. It would spill out and down to the lower cavern. I drew arrows. The top is water pressing down (water pressure). The second one is how it would siphon up and out. The circle shows where the water level is uneven. Just throwing that out there. Can't imagine the nightmare of attempting to code that. Awesome-looking game! A newbie like me can only marvel at your work!
  9. sharpe

    Text Based RPG help

    I, too, was going to make the same suggestion, but being a newbie, didn't know if it was savoir-faire on here to do so. I downloaded VS C++ Express just to play this game, by the way. I only had VS C#. But, it was a good tool to have so I has happy to do so. I'm looking forward to playing it again!
  10. sharpe

    Forging Life - An indie RPG game

    Sounds great, Anders! I'd be proud to help in any way I can. For five years, I too was a journalist. Actually, a staff writer at a newspaper -- which is a glorified way of saying "reporter." At one time, my coverage of a high-profile murder case was rather well known across the tri-state area. Like your wife, math is my weakest suit. So, I totally understand what you're saying. Even Dungeons and Dragons divides cognition into Intelligence, Wisdom and Charisma and that RPG system is mostly all about hacking monsters and looting dungeons. So, I don't at all disagree that intelligence needs to be categorized. However, your game seems to be something of a hunter-gatherer simulation. Perhaps I'm wrong; most of what I know about your game is gleaned from the review linked on your site. In such a game, fringe aspects of human intelligence take a back seat to fundamental survival. Who cares if Ogg the barbarian is an artistic savant and can paint beautiful pictures on his cave's wall or can capture a breathtaking sunrise in eloquent prose? That isn't nearly as important as being able to find edible roots that won't poison him or stalk and spear a gazelle with the stealth, guile, and skilled precision of a wizened huntsman. In such a game, the vast majority of players aren't going to invest much in social intelligence. Thus, it will be largely ignored in favor of whatever intelligence makes their character "better" in game play. That's where I base my suggestion of having less primary attributes while still being able to fully micro-customize the player's character down to minuscule detail with advantages and disadvantages. You can thus make Ogg the barbarian into a poet-artisan without making him less able to hunt and gather. But, I digress. You should make the game as you envision it. My offer to help with the English composition of your Web site stands alone. Tell you what, let's take this to PM. I don't want to derail your announcement thread, which is better reserved for game updates and news. I'll PM you soon.
  11. Hello! I'm a total newbie, too! Have a look-see at the Forum FAQ. Of course, you should read the FAQs on every Internet forum you visit, but this FAQ in particular is very good and it's where I started. Personally, I answered the question posed there: "I want to learn to program." Something tells me you'll answer differently and there's nothing wrong with that at all. I eventually chose C#. Like the FAQ, I wouldn't hesitate to recommend Python to the complete beginner, though I have yet to make a game using graphics so that's only speaking from my small amount of experience. Know that Game Maker (whatever version) is an awesome tool that's very complicated, but still fun to use. It will not limit your game in any way. As far as I know (I've only used RPG Maker VX), they all incorporate the ability to add script which is in many ways "programming." I stopped using RPG Maker because I didn't want to learn its version of the Ruby programming language. Instead, I decided I wanted to learn to program. That brought me here! Whatever you decide, good luck!
  12. sharpe

    Text Based RPG help

    Hurry up!!! Just, kidding, man. Never did say I dig your ASCII art! Pulpfist explained to me how to set my window size in my C# text-based RPG. You may wish to consider doing the same at some point. That way, your ASCII art is certain to display correctly. On my screen, the top is cut off. Also, just a single line giving us play-testers a simple objective or goal to focus on would be helpful -- a quest, that is (I know you're working on "real" quest right now, this is just something for the play-testers to do right off the bat). That way, when we reach the goal, we know we've tested everything you would like. Something like, "Go from the store to the dungeon." An overall game loop that will keep the game from closing would be nice. That way, when you die, it goes back to the title screen. The player could (Q)uit from there. Getting to the store is hard freaking work! I made it to level 2! Yay for me! A "level up" message at some point in development would be nice; just saying. I've not made it to the dungeon yet. The spell seems to do less damage than my weapon (a long sword, at the time, but I bought a scimitar). I know it's not time to balance the game out, but I'd suggest having spells with limited uses do twice both the minimum and maximum damage of your unlimited melee attack. I think the rule of thumb for a generic RPG was to have spells cast-able about five times, but I can't remember. When I first got to the store, I didn't have enough money to buy anything. But, since I was already in that menu with no way out, I tried to buy the cheapest thing. The game crashed. Maybe have 0 go back to the shop's main menu? When you exit the store, you have no way of going back in without chancing the dangers of leaving 2,3 -- you probably already knew that, though. Just saying. Well, on level 2 with a shiny new scimitar, I'm off to brave the wilderness on my quest to the dungeon! Wish me luck! EDIT: Made it to the dungeon and level 3! Do you think you could add numbered grid spaces to your map? Something like this (whitespace will be messed up in code tag; see pastebin link): cout << endl; string a = " 0 1 2 3 4"; cout << a << endl; string b = " /---------------------------------------\\"; cout << b << endl; string c = " | | | | | |"; cout << c << endl; string d = "2 | | | | | |"; cout << d << endl; stirng e = " |---------------------------------------|"; cout << e << endl; string f = " | | | STORE | | |"; cout << f << endl; string g = "3 | | | * | | |"; cout << g << endl; string h = " |---------------------------------------|"; cout << h << endl; string i = " | |"; cout << i << endl; string j = " | |"; cout << j << endl; string k = " | dungeon |"; cout << k << endl; string l = " | * |"; cout << l << endl; string m = " | |"; cout << m << endl; string n = " \\---------------------------------------/"; cout << n << endl; system("PAUSE"); http://pastebin.com/XWjJ4wmi
  13. Never having made a game, let alone worked with a team or partnership, I'd guess not. I'd guess no one can be of any real "help" to your friend on your game at all unless they're at roughly his same level. Otherwise, he'd be able to write whatever junk code you can shamble together much, much more quickly and much more optimally from scratch than he could if he were fixing yours. Yours will be quite dissimilar to his even down to the conceptual level. Personally, I just don't think that you'll ever be any help to him in the coding process on this game. You'll have the current game long finished and be through a number of other projects as well before you're at his current level, probably. You'll probably just want to start making your own game on the side when you get to that point. He'll no doubt be an invaluable resource to you doing so, if you're still even communicating that far into the future. And, by no means is getting started something that should take months; personally, I'd start writing code right now! My first "game" was a guess the number game and I did that my first day. Then, I started making a little text-based RPG. That's where I am now. Do you have MS Visual Studio C# 2010 Express or whatever installed now? I'd suggest going ahead and downloading and installing that if not. Write your "Hello, world!" program now, seriously. Good luck!
  14. First of all, I'm a total beginner so take what I say with a grain of salt. Secondly, you'll probably be told that unless you're a savant, you don't get to skip the learning curve. There is no programming crash course. Time and time again, it's been said here and elsewhere that it takes years of hard work to become a programmer. Most often, a decade gets thrown around as a rough estimate. That doesn't mean you can't get a decent little game out in less time, but this "crash course" idea probably isn't the best way to go about things. You must first learn to program, then learn to make games (or help make games in your case). Otherwise, for making your own games without learning to program in C#, you would use some type of game maker (like RPG Maker VX for RPG's). That's not a bad thing! game makers can create awesome games of all sorts if you find the tools right for you. Your 3D artistic ability and natural aptitude will help you, but with no programming experience, you've got to start from the beginning like everyone else. I have no talents at all and am pretty dim. It's been about a month and a half of long, hard work, and I've not made even a simple 2D game. Or, even close. To learn C# programming basics, I used this tutorial: http://csharp.net-tu...s/introduction/ I also look at this tutorial on very rare occasion: http://www.freewebs....a/tutorials.htm Posters here helped me more than those tutorials by a long shot, but I first had to learn the basics on my own so I knew what questions to ask. Before you do any work with graphics, I would learn how to use everything in that first tutorial well. Be prepared to spend months doing so. Just another newbie's two cents! -Sharpe
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