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DZee

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  1. I suppose some of us have perhaps taken the role of advising newbies too harshly a little, but pretty much every scenario a newbie might have has already been covered in previous threads. I mean every week there's at least three youngsters who ask for help on making "an RPG". At some point you have to realize that no matter how much feedback you will get, unless you do something no one will code the game for you. I can't remember the last time I saw a newbie say, "I've read two-three books and experimented with this library, I feel comfortable, but this detail X I still don't quite get it.". When I have questions they are detailed and they are very often things that spent I a considerable amount of time trying to solve myself before coming on here. Here's a picture of the books in my local library, everything really is up to you when you want it : [img]http://img.photobucket.com/albums/v220/jaeko/books.png[/img] Before giving realistic feedback you need to be realistic about your goals. A lot of people are tired of seeing someone with zero programming knowledge ask on input on how to make Skyrim. Not every aspect of game development is full-filling. Especially not starting out with console applications trying to figure out how to read a binary file or how to write a binary tree.
  2. This is an old game, so there might have been a post written somewhere about this, but I've stumbled upon this and I find it rather ridiculous. So it seems RollerCoaster Tycoon was one of the last commercial games to have been written by a single programmer... and in assembly! [quote] Chris Sawyer originally wanted to create a sequel to his highly successful Transport Tycoon, but after becoming obsessed with roller coasters, he changed the project into RollerCoaster Tycoon. Sawyer wrote RollerCoaster Tycoon almost entirely in assembly language, a difficult process given the game's complexity. Some functions were written in C to interface with the Windows operating system.[1] The game was to be called White Knuckle for the majority of the game's development. However, to follow the tradition of the Tycoon titles, the game was renamed accordingly. For his efforts, Sawyer received over $30 million of the $180 million brought in by the highly popular game. A feature length movie adaptation is set to begin production, as Sony Pictures Animation has pre-emptively picked up rights to the video game. Harald Zwart is spearheading the development of the big-screen adaptation as a possible directing project and will executive produce. David Ronn and Jay Scherick are attached to write what will be a live-action/CGI hybrid.[2][3] Chris Sawyer is represented by London based interactive rights agency, Marjacq Micro Ltd. [/quote] I mean this is really impressive. I wrote a generic number sort in Assembly as part of an assessment in my early days of CS in school and I took the whole experience as one unpleasant ride into hell. I can't imagine writing a whole game. I just thought I'd share this here. Have any of you written anything serious in assembly? Source : [url="http://en.wikipedia.org/wiki/Roller_Coaster_Tycoon#History"]http://en.wikipedia...._Tycoon#History[/url]
  3. There's a fine line one must not cross when giving advice. Although I will say that these boards have NOTHING I say NOTHING to complain about. Go have a look in the C++ irc channel, every question you ask you get trolled by a C++ veteran for being "foolish", "arrogant" or "clueless". Most questions will also spur a rather aggressive debate on the optimal solution.
  4. Tutorials aren't really useful unless you are looking for something peculiar that you have absolutely no knowledge in. For example you want to implement an AI for Pac-Man and want to use a smart algorithm to achieve it or how to implement parralax scrolling. Otherwise just pick a language you like using and feel proficient with and just experiment. There's no better way learning than diving in. It's pointless to read books and follow tutorials if you do not apply them practically. Besides Kripis, you seem to be conflicted with your choices. I remember helping you out with some basic console application in C++ and you barely knew what an array was. I think you have all the tools necessary to start your own small games, this thread has MORE than answered your concerns.
  5. Ultimately it's a waste of time to spend so much time on different languages. If I had to retake my path I would have jumped into C++ and never looked back. In reality only the specialist really shine in what they do. There's no reason to try and be good at everything. My teacher once told me; sometimes you need to learn to love what you hate and embrace it. That's what defines if you truly are willing to walk down the path you really set out for you. Don't plan things years ahead, I know plenty of things I wanted to get taken care of that never happened because my priorities changed. Just get started.
  6. [quote name='breinygames' timestamp='1344306230' post='4966885'] A really great place to start game programming is with Python using the SDL wrapper [url="http://pygame.org/news.html"]Pygame[/url]. Python is really easy to learn, and if you're going to get into game development, having to worry about learning a much more complex language like C++ or Java AS WELL as game programming theories and concepts, could really set you back. Pygame is also EXTREMELY easy to use with Python and has pages and pages of really usefull documentation on their website, something I found VERY usefull. [/quote] I also agree on this choice. Once you get the hang of pygame dump python and just switch to C++ with native SDL. The API is pretty much the same since pyGame is just a bunch of binders to SDL. It's also advantageous since python is an easy scripting language that takes very little time to deploy. I even know a few C programmers who mock things up with python sometimes.
  7. I've only tried SDL, because it's easy to find tutorials on many aspects of game development. The API functions are straightforward and the documentation is explicit enough so that you can manage trying things out by yourself. It's really a matter of taste, I suggest you either try SFML and SDL and pick your favorite. If you are working with a team try hosting a two day game making marathon for each SDK and see what you guys like the most.
  8. I much rather run on Unix for programming. It depends what technology you are using, but if you are an advocate of open source development it is the only real choice. Installing trough the package manager is a snap and gets you started on things instantly. I don't want to generalize, but from what I've witnessed most companies use Windows for the Visual Studio suite, Visual C++ and C# usually mean using Windows. There's probably an artist department running on macs depending on their preference.
  9. I wouldn't touch Swing. Perhaps I would dabble with the basics of making a JFrame and using the drawing utilities. Otherwise it doesn't really give you much value in terms of game making. It's really meant to be used to be making interfaces. I've written a few games with Swing, but they were mostly grid-based(BattleShip, MineSweeper).
  10. A few months ago I ported all the Kinect C# code to C++/CLI and it took months. I can't remember exactly, but know that a[b] byte[] is equivalent to unsigned char([/b][b]Unsigned 8-bit integer)[/b]. I used regular buffer arrays for my work, I think they were pointers, so I can't help you with that vector signature. You should be able to get away with a regular [ ] array. Perhaps a ^ handle pointer. Thing is I was porting from C# to C++ and you are doing the opposite, can't help you more than that =/. I'm not 100%, but from memory, you might have to use a uchar * and point to the first block of memory and pin it in managed code to convert it.
  11. I haven't done any server side programming in a while either, but as far as I remember cascading style sheets and JavaScript is run on the client side so you can't inject PHP statements inside of these. Here's an interesting article : [url="http://sperling.com/examples/pcss/"]http://sperling.com/examples/pcss/[/url] If you don't like hard-coding values in your CSS I recommend using less.js, it generates normal CSS in the end so not only does it increase productivity, but you can keep your CSS files code tidy on the development side. And during deployment you can simply run the website once and copy the generated CSS and remove all dependencies to less.js if you don't want visitors to have to download the few kb's it's worth. [url="http://lesscss.org/"]http://lesscss.org/[/url] Also, it's normally uncommon to resort to such dynamic behavior in CSS. Some big companies use XML parsed CSS to define their style for various websites(That's over-kill though). You can also check out Javascript for modifying the style dynamically. Another option that comes to mind is using Ajax. I've never worked in the web industry, only made 20+ websites as part of my previous CS degree.
  12. As the other two have said, you can pretty much serialize anything. Image formats are sequences of bytes with mostly complex algorithms to compress the image(Well, .ppm is really easy to implement...). It's the same for H264 encoding and sound compression. In the end everything is just a stream of bytes. What matters is having the code that is able to write it and another one that can read it. Think of it, if you really wanted to, you could iterate over the whole vector and write down a segment of bytes which would have the all the enemies between {} and all the good guys in []. That's not very useful, but in the case of image and video compression to quality ratio is the only reason boundaries are pushed.
  13. Thanks Servant, this is really good. I can now get back to making games.
  14. I have a load of experience in management programming and I've been tinkering with SDL for some time now. Things have been going smooth. Although I have some questions on how some game-related features are achieved : 1- If you write a card game, similar to Magic the gathering. How do they handle the size of the cards with the art on changing resolutions? I've used vector images before, but they were only used to define the cards shape, the actual art was still a regular image and re sizing caused blurry results. 2- How are special effects handled? I've seen people iterate over a sprite that basically holds the different stages of an animation, is this an acceptable approach? 3- Moving objects on the x,y axis is simple, but it feels very blocky. Does anyone have a resource to how to implement smoother animations, like ease out etc(I'd like to move a block from point A to B in a smooth animation). 4- On lazyfoo's website there is an example of a street fighter game and he explains that the collision boxes are stuck to the characters [url="http://lazyfoo.net/SDL_tutorials/lesson18/sf1.jpg"]http://lazyfoo.net/S...esson18/sf1.jpg[/url] How exactly do they implement this, I mean how can the boxes follow the sprite? 5- Lastly, I've written a few games and I was planning on working my way to a few more until I get a taste of all the bases with SDL. I've noticed though that I spend a lot of time on new projects to re-make a game loop or a state machine and I feel like it's a bit of a time waste at some point to re-implement these things. If I were to embark on a serious project would it be reasonable to implement the whole engine myself? It sounds a bit overkill. I mean SDL provides surface blitting and most basic tools, but it seems like incredible work to get a decent game made with it. Perhaps the projects I've worked on up till now were little. That doesn't mean I haven't written some generic classes to get repetitive tasks done such as timer handling and such, which I paste into new projects, still it's bothersome.
  15. [quote name='Kripis' timestamp='1343270599' post='4963158'] Thanks @DZee but I'm a C++ newbie (this is "for begginer") and I was wondering if you or anyone else could help me understand your suggestion I mean wth is code tags and some of the functions you put in your code well .. I don't know them :| pls help [/quote] [CODE] //Including the iostream library #include <iostream> //Using the namespace that allows you to omit std //in the file scope(As in everywhere in this file including in functions). using namespace std; //A default main function. //Parameters are for passing values to your executable trough the command line. //argc = Number of arguments(space delimited) //args = Array of pointers containing all of the command line phrases int main( int argc, char* args[] ) { //Buffer //Declaring an array of char containing 250 spaces(Simply expecting that much). //Initializing with brackets let's the compiler optimize the initialization. char a[250] = {}; cout << "Please type a letter which will then be printed out: "; cin >> a; cout << a; //Allows the shell to stay put, depends on your environment. Might need one, or two depending on IDE. //There are other ways to handle this, as you know program execution runs and will reach the mains end //very fast so this is just a way to keep your console stalled. cin.get();cin.get(); return 0; } [/CODE] Basically what you need to understand that C++ is a typed language(As opposed to PHP for example). That means that when you declare an integer, you mean to actually store a certain range of numbers. Different types allow to store a higher and lower value depending on the bytes(int is 4 bytes on most machines). A char variable allows you to store a single character. I've declared an array of characters in case I'd like to store more than one letter. Start out with this link : [url="http://www.cplusplus.com/doc/tutorial/variables/"]http://www.cplusplus...rial/variables/[/url] PS: By code-tags I mean use the forum feature that allows you to get formatted code on the forums. Look at my code and look at yours in the first post. It's easier to read.