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Pashbee

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Everything posted by Pashbee

  1. Where do I start

    Hi there, welcome!   Where do I start?   This question get's asked a lot on this board. You must read the FAQ here.   Decide what you find fun in game development early on. Is it the technical side, the programming and prototyping? Is it art direction or audio direction? Or something else entirely? Id actually strongly recommend trying a bit of everything to begin with. Then you might discover what you really enjoy doing with game development. Check out different programming languages, technologies/engines and give it a go. Obviously, fitting your future education around this now, is a very good idea.   Learn, learn, learn and learn some more. Prototype games and ideas. You should have a repository full of prototypes one day. If you then believe in an idea enough, you may take it further, which is fantastic. Never be afraid to prototype ideas with cover art or even just rectangles and circles. For example, I created a Terraria style world block system in love2d here. It looks terrible right, but gave me an idea of how to build it and how I might use this idea in the future.   What else do I do to get started?   Very few people in game development have the skillset to do absolutely everything as a one man band. I really recommend networking as soon as possible. The ability to get on well with like minded individuals, is actually more valuable than being a superstar at any given discipline. What do I mean by networking? Find out about events for game developers and where like minded individuals congregate. You should get yourself a portfolio setup, a repository of examples and demos. Talk to people, see what they find interesting and whether you can team up.   Learn, learn, learn and learn some more. Prototype games and ideas. Did I say that again? Yes I did, and with good reason. The sooner you start to produce stuff the sooner you learn how to put a game together from start to finish. This becomes invaluable quickly because you recognise how to keep a project on track.   I am not going anywhere fast, help!   Game development is not easy, and if it were, I am sure many others would do it. You will have days where you wan't to throw stuff about because you can't work this little problem out, you will literally be ready to give up on other days.   The reward is that people will be playing games you have created, you will see your ideas and contribution in the flesh. Games are now referred to as art by higher powers and they are art. Games invoke empathy in all of us and if you have an idea in your head that you really want to implement, go ahead and do it straight away! That idea could potentially become the next inspirational game.   I know that doesn't contain all of the information you may need to get started, but I hope it helps you understand that you need to look around and find what you wan't to do in game development.   Best of luck and keep us updated!    
  2. Version control for begginers

    I use TortoiseGit and GitHub for my upstream repo. Its easy enough to setup and there are guides on youtube etc on how to do it. I would suggest you always keep another manual backup as well because of the nature of the git workflow systems. I usually write some powershell scripts or bash scripts to do file copies to my storage device daily. Probably seems overkill, but having a practical backup solution is a good idea.
  3. Totally agree with 3Ddreamer. Honestly, people will discuss the best beginner languages all the time (this forum is flooded with discussions). The truth is, just getting started with anything that gives you a quick turn around, and a solid learning experience, is your best bet. I have been scripting, programming, drawing, designing for 12 years in some shape or form. I have made games/software using, paper, pens, elastic bands, turbo pascal, Flash AS, C++, Java, Python, C#+XNA and pretty much everything in between, even dabbling in DOM with HTML5/CSS and Javascript. My conclusion - I dabbled way too much at too many points, and the best tool for the job is the tool that you learn to use best, not what others say is the best tool. Naturally, like chosing a wrench in your toolbox, you need a bigger wrench for something that is harder to move, but dont be concerned by that from the beginining, just start making games. If you really want to learn game programming (remember the disciplines of creating games are many and all very important in some respect), and the principles that will need to be learnt, to be effective, then yes, a language like Java, really is your best bet. When you start to get really good at these principals and your development lead comes to you, and says, "make me something that works really fast, because it has to.", all of a sudden your chosen tool (Java) might not be the best tool for the job, BUT, you look at something like C++ and you think, well actually - I know OOP, I know frameworks, all of a sudden, this alien language, looks a little more readable to you because youve read something at a higher level (higher - meaning more English). Conclusion: pick something that is easiest to learn FOR YOU, make games. I hope to start a youtube video series (in the new year), helping new comers to programming, scripting, game design, and assistance to overcome some of the early questions about this stuff. Hopefully it might be useful and fun. PS: What I use at the moment going into 2013 - Codea IDE with LUA scripting on the ipad (been using for a few weeks) - why? Because I own an IPAD and lua is a very clean programming language. It allows me to prototype extremely quickly. Create a sprite in sprite program, save, load into codea, get it bouncing around the screen. AND Game Maker Studio. Being able to create a game in 30 minutes by dragging and dropping actions and events or deploying some structured scripts is priceless. Also, my brother has become keen on using Game Maker, making it easier for him to pick up and make games without having any programming knowledge.
  4. How to recruit programmers?

    Hi and welcome, I can see you mention you have a portfolio and thats good. If you havent already --> Get yourself a good sketchbook setup on conceptart.org and a portfolio to showcase your work (ie deviantart). Id honestly say for now - bypass working on your ideas and your projects, you probably dont know enough already to get a mod team together or know what to ask coders to produce for you to put things together. Look around on moddb indiedb websites for any projects recruiting artists so that you can work to other peoples ideas as well as your own. Im not saying drop your ideas entirely but just put them on hold and gain experience in working in indie mod teams so you are used to producing concept art and game assets for a group project. That will also give you contact with programmers and sound engineers etc. Good luck and post back with any further updates. Pash
  5. Help To Find NextStep-Game Programming

    [quote name='Farbodkain' timestamp='1352826535' post='5000615'] [quote name='Pash' timestamp='1352821547' post='5000602'] No offence but posting on a forum board will not always honor a response from the members of said forums, especially when you cannot see the formatting of a question before counting it as a view post. You want to be a game programmer. Well, you're in the right place and that's a good start. Did you do any research on why you want to use C++, or did you just take someone's advice as a golden rule? What can you tell us about game programming with C++ or programming with it general? What about compared to the languages you mentioned that you have experience in? Answer those questions for us and then people will understand your learning path and assist you further. Cheers, Pash [/quote] first of all thanks. Second of all about those question you asked.1.yes i take advice from someone and start to learn C++,and i can't tell you anything at all about game programming With C++ because i don't have any clue and knowledge in this field. about question 2.i don't know which of those language i said, what capability had in Game Fields and as i said before i don’t have expert skill of those Language. Maybe right now my skill about C++ so better other than those language. i create this topic because i want to assure this is right path i choose and i want to know what is best option for me in next step so i create this topic and hope someone help me to figure out. and lack my information in Game Development issue Because of my country. Oh thanks BaneTrapper for your Mean post.oh i'm sorry for waste your precious time and im so sorry of all gamers In World becuase i take time of DAVID CAGE. [/quote] Sorry, I'm now confused by what you're saying. So you don't have experience in those other languages? Have you read the stickies in these forums? In all honesty you can't ask people to help you if you haven't at least done some groundwork yourself. Re-visit this post after you understand why you are going to use C++ to make games and then we can send you in the right direction. Here's a checklist for you:- - I will use C++ to make games because...... - I can make games using only C++ Y/N? Elaborate......... - I can name the pros and cons of using C++ for game programming...... - When comparing C++ to other languages such as Java/C# & XNA/Python Pygame etc etc I stand by my decision to use C++ I appreciate English isn't your first language but you're going to have to do some reading to understand some principals that will help you make some learning decisions. Also, truth be told, don't ponder on choosing a language for too long at the expense of actually making your first few games like tic tac toe,pong, breakout etc.
  6. Help To Find NextStep-Game Programming

    No offence but posting on a forum board will not always honor a response from the members of said forums, especially when you cannot see the formatting of a question before counting it as a view post. You want to be a game programmer. Well, you're in the right place and that's a good start. Did you do any research on why you want to use C++, or did you just take someone's advice as a golden rule? What can you tell us about game programming with C++ or programming with it general? What about compared to the languages you mentioned that you have experience in? Answer those questions for us and then people will understand your learning path and assist you further. Cheers, Pash
  7. --- Finished Breakout ---

    [quote name='mistervirtue' timestamp='1352313693' post='4998521'] Thanks Josh, you the man. Seriously I appreciate a Engineering Lead taking time out of their day to look am some scrub/noob code. [list] [*]To answer your question about ball/wall collision. I am not really sure how i would do that, but your question has certainly given me something to think about. I don't know if I know a more efficient way to handle that collision. [*]To answer your other question about my Sprite Manager. I suppose I could could have the brick laying in my StartGame() be a method specific to brick rather than it being in the StartGame(). Or maybe i could have my StartGame stuff in the loadcontent [/list] I will really think about how to improve my code. thanks for the head-ups. [/quote] Simply put and to cover Josh's pointers "code refactoring". Take this scenario in a breakout as your chosen game:- - you decide to add falling power ups that are spawned when bricks break. Think about what you need now to catch those falling power ups with your paddle and or the ball maybe? Where would your code need editing? The same applies to sprite manager combined with game logic in this case. Never be afraid to break your code down and make it useable for later projects. Remember your next game might need collision detection but there are no balls and bricks! You need to check this principle out http://en.wikipedia.org/wiki/Single_responsibility_principle Good work, keep it up!
  8. 10 steps to becoming a better programmer

    Nice work! You know ive spent many years scripting more than OO programming and it's amazing how this sort of thinking applys to that also. muchas gracias senor
  9. Is XNA dying and MS forcing to C++?

    [quote name='AMenard' timestamp='1350606112' post='4991605'] I'm wondering, is there a third party library or utility for C++ for importing and playing Blender object and animations? [/quote] I beleive thats the wrong question. You should be asking how to import from a graphics library. I have spent a year spinning around on where to go with things but in all honesty its just making us all go bald. The simple questions from an indie dev are:- 1. Target platforms. 2. Team development. 3. Prototyping. 4. Skillset of programmers for project. 5. Turnaround. I even purchased GMS just to play with something thats quick to prototype with in the begining. Every developer has their likes/dislikes but in all honesty if you're game runs on your desired platform to a good standard, it could be coded in whatever!
  10. Re starting again with programming

    Neometron is making some good points regarding goals, very important. I have dreams to make indie games and I could see myself doing it one day full time. As my story is like the OP let me give you a look into my days- - I work full time in IT (bad job to have if you don't want to do overtime at all to concentrate on game dev). I go to work for my shift which can be 8:30-5 or 10:30-19:00 for example, Im usually pretty busy at work (this week might be an exception actually) and of course priorities are always work while im there. I detach myself as soon as the clock strikes the ending minute (providing im not having to do overtime) - I go home and get 30-60 mins excercise done, grab some dinner and then straight onto my books and visual studio. If I am lucky I can put in 2-3 hours every working day and if I am not working at the weekend I can usually dedicate 6 hours on Saturday and Sunday. I am lucky in that I dont have any commitments at the moment, but I am becoming severely detached from friends because of the time I put in. - I also spend at least 3 hours a week concentrating on doing some branding work for my indie game studio. Now, some people will argue this is time wasted if you arent making games. I look at it as more goals and more incentive to keep working on the books and study. I hear time and time again that networking is very important, as is branding. I am completely and utterly knackered by the end of the week and I still itch for more. Making games was always a full time job, even the learning part requires several hours of time. I cannot begin to appreciate how people with kids and other massive commitments do this, massive respect due for those that do. I cannot say this enough, if you are at home still, stay there until your parents literally throw your stuff out on the street. You will need all the cash you can get. Anyway to bring it back to neometron's suggestion of goals, thats exactly how I do it. Long term goal is by the end of this year I want to be confident with C# and XNA and have created at least one simple game from scratch (like pong, or text based game). Then move onto something else. Short term goals are simple, Im just setting the goals of completing chapters in the resources I am reading. Anyway, good luck
  11. Is a Separate InputHandler Class Worth It?

    http://www.tomdalling.com/blog/software-design/model-view-controller-explained http://obviam.net/index.php/the-mvc-pattern-tutorial-building-games/ Have a good read, trust me its worth it. Its not a GOLDEN RULE, but as mentioned in the bottom article, it does help very much in the early stages because you aren't ripping a single class to pieces to try and get something working. And yes, you should. As others have mentioned, re-usability is a must for game development. You could create a ScoreTracker class that tracks your players score. Then you could re-use that class for all your future projects, you can add to it, improve it or make it completely bespoke.
  12. What options do I have?

    As far as I know, you can use C++ for the Unreal Development Kit, which is quite popular. I think the free version doesnt support it from what I read somewhere but there is a way of binding C++ libraries into UDK. I hear gamekit is alright as well. Maybe take a look at those two? UDK is popular on moddb.com etc, programmers are always in demand.
  13. Trouble Smoothly Moving Player Sprite

    It's because the way you are handling moving your player around the screen with the KeyEvent class.....is the simple answer. You havent mentioned in your post in any way - why you think this unexpected result is happening (as in the player just stops). Read the code back to yourself and then tell us why. We would need to see your complete code to give more suggestions. You are probably using an AL for example. Hint: There will be several changes to make to the different class files.
  14. learning game development

    [quote name='elobire' timestamp='1341824599' post='4957197'] Thanks Pash, those links are really helpfull. [/quote] No problems, you're welcome. Good luck and post back with updates.
  15. learning game development

    [quote name='SimonForsman' timestamp='1341817090' post='4957173'] [quote name='Pash' timestamp='1341816346' post='4957170'] [quote name='phayer' timestamp='1341801904' post='4957126'] I would suggest C# - kinda more fun and motivating to have some GUI easily available. Don't know how that is done in Java. Only used it for small console apps. [/quote] Sorry phayer, I am not being insulting here but I read this at least 10 times and I am not sure I understand what you are saying? If by GUI you mean IDE (Integrated Development Environment), then yes good call, Visual Studio is a good IDE, has everything you need including Intellisense, ability to mouse wheel zoom into your code (trust me if you're getting old like me this is a big help and I don't think even Eclipse supports this out of the box) and generally the debugging information seems to be helpful. [/quote] I think he is talking about WinForms or WPF, (The Java counterpart would be Swing) [/quote] Ahh, understood. That could make more sense.
  16. learning game development

    As Java is familiar with you, you could try this path:- This is an awesome free resource you can download free online - http://math.hws.edu/javanotes/ - I can't recommend it enough. Start by following those notes through and get a firm grasp of computer science/programming basics. Once you have the basics you can then look at this as a stepping stone to actually getting some games going using purely Java - http://www.amazon.co.uk/Beginning-Java-Programming-Jonathan-Harbour/dp/1435458087/ref=sr_1_1?s=books&ie=UTF8&qid=1341814742&sr=1-1 - This is a very good resource to get you into programming Java games as applets (mainly), and also you will learn which IDE's (Integrated Development Environment) are popular for programming in Java (although Eclipse is probably still the best choice anyway). A word of warning about programming java applets, they can be a real pain to get working sometimes (but there is JWS to make things much easier). As you move on and get more confident there is - http://jmonkeyengine.com/ - as a game engine choice to program in. It's well documented and seems to have a good community to ask questions from. It also comes bundled with its own SDK....which looks good. This was my choice of game engine in Java before I switched to C# and XNA (which isnt a game engine of course, but more a language and a framework or scaffolding if you like). I don't consider learning Java first a waste of time, it's a fantastic primer language and usable for cross platform game making. Lastly, since your question is about game development, you have to actually work on your design skills as well to really appreciate how you should approach game design. For this I recommend this book - http://www.amazon.co.uk/The-Art-Game-Design-lenses/dp/0123694965/ref=sr_1_1?s=books&ie=UTF8&qid=1341815432&sr=1-1 - For me, it is the perfect read on game design. It covers important concepts such as game design through iteration, anthropology and other human studies, which allow you to understand the very basics in human thinking. A good game can be a great a game if you get your design fundamentals right. I HTH and I wish you good luck and lots of fun. [quote name='phayer' timestamp='1341801904' post='4957126'] I would suggest C# - kinda more fun and motivating to have some GUI easily available. Don't know how that is done in Java. Only used it for small console apps. [/quote] Sorry phayer, I am not being insulting here but I read this at least 10 times and I am not sure I understand what you are saying? If by GUI you mean IDE (Integrated Development Environment), then yes good call, Visual Studio is a good IDE, has everything you need including Intellisense, ability to mouse wheel zoom into your code (trust me if you're getting old like me this is a big help and I don't think even Eclipse supports this out of the box) and generally the debugging information seems to be helpful.
  17. These free notes are from Computer Science studies at University http://math.hws.edu/javanotes/index.html Good stepping stone into Java with many applet examples.
  18. Help me change my life and career.

    [quote name='DevLiquidKnight' timestamp='1341354253' post='4955468'] I'm going to go out on the limb and say learn C++ first. Java can be easier for some people, but the transition from Java to C++ is a rather bad one. Many may suggest C# while its very elegant, I wouldn't considering the primary tool used to develop games unless you intend to use XNA, its better used for tool development. Languages like C# tend to wrap everything up for you in nice easy to use objects that you don't have to think too much about. I don't like the idea of people suggesting that C# is a stepping stone to what they perceive as harder languages, you can easily learn C++ right away if you want. It is not conceptually harder to learn C++, its just like any other language, plus its very powerful. Once you know C++ you will begin to understand a lot of lower level coding going on, and be able to truly understand what a computer is doing. Especially if you eventually take up assembly. This in return makes you a better programmer within all languages. Plus you will never get anywhere in life, yet alone game programming if you shy away from what is hard. However if your planning on focusing on android you need to know java, if you prefer to do iOS you need to know Objective-C. [/quote] I completely respect your opinion of course. I was just mentioning C# is a very useable/used language for game development. I wasnt suggesting that it's a a stepping stone to a harder language, I am saying it was a good choice for me to do this and offered it as a suggestion to the OP. I have some good sources from Rob Miles (c# Yellow book, which is free I might add and his XNA 4.0 book, which is not free but so far I have found it a very good introduction into using the XNA framework). Of course in an ideal world you would go from bare metal assembly up the ropes to C/C++ and then to the managed languages with frameworks. However, in a world with two friends making a game part time.....you will want to see results fast from a motivational point of view, so maybe a managed language with some pre-defined frameworks are a better choice to start with?
  19. Help me change my life and career.

    Well maybe look into C# with XNA instead? You can create games for pc and xbox fairly easily and c# is useable in popular indie game engines such as unity3d. For those saying java is a poor choice.....don't listen to them, it is a top notch OOP/OOD language to start with and you can learn most important programming concepts with it. Infact, learning the niceities and the pragmatic good programming practices couldnt come from a better language than Java. With two of you, you have to be realistic, creating games is a tough job and something I didnt even realise is.....you have to really put the hours in to become a good programmer. Just to give you a little story I am not so different from you except I come from IT. I do a lot of windows and linux bash scripting (some python also) for my job (I used to do a lot of php as a freelance web designer prior to that). I started with Java as a learning experience and have been doing so for a year. I feel quiet happy to move onto C# and xna at the moment. I think some devs are arguing that its a dead fish now (XNA that is) with the arrival of metro and windows 8, but in my eyes any framework that allows me quick and safe development for two and more platforms is a good thing. I doubt very much that C# is going anywhere and the fact its useable in unity3d like I mentioned....is a good thing. Writing a game in Java alone, from scratch, could be a little daunting for a first project. Check out different free java game engines though (might be a good stepping stone) Some guy called notch from Mojang made a game called Minecraft with Java, on his own. So it is possible, but not recommended for a first outing.
  20. Some advice about MSc. in UK Universities

    I can't really help you much as I am self taught and still learning, from a heavy IT infrastructure background. Do you have a blog or a website where I could follow your progress at all? Always keen to find out more about this type of studying and the creatives that do it. Cheers, Pash
  21. Beginner Question About Game Design

    [url="http://artofgamedesign.com/"]http://artofgamedesign.com/[/url] This book covers an incredible amount of information regarding game design with the authors own personal touch and experience on each matter and this book is regarded as the best on the subject. Python is a very clean and very good language to learn scripting/programming with, if you have never done any programming before it is fine to learn with. Please check out the pygame framework here [url="http://pygame.org/news.html."]http://pygame.org/news.html.[/url] Have a look around on youtube for tutorials using python and pygame to make simple games (there are a few). I generally have a rule where by I put a single class and all of its methods in a single file and then co-join everything as a package. You can of course use nested classes but there are pro's and cons for this. Hope this helps.
  22. Getting off the ground

    Sorry this is my first post here, been a follower for a while though. I am also starting out like the OP in making games, I have good networking/server infrastructure background and scripting background. I am surprised that people have mentioned C# quite a lot (well ok I am not, but in its plain context I am). without mentioning existing game engines.like http://unity3d.com/ which uses C# as its language of choice for development. I dont think its a bad choice on a free license to get some things put together and learn some C# along the way. I decided to go with Java for my first project for the reasons below:- - Fairly easy for me to grasp first time (im a old timer php scripter and vb scripter/powershell scripter, easy high level programming is something I want, not something that looks like its written by an assembly wizard in his basement while he whispers to CPU's) - full OOP language, looks like C and C++ which is good when moving on - the JVM deals with GC, I don't want to mess about with that stuff until im working on harder stuff. - Can make applets to create a browser based game (was also a requirement for us) - I also like android SDK and i love the android platform, so Java be handy for this too Anyway, good luck friend, I hope you find your footing and go onto good things
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