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About Estabon

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  1. I just don't pay attention to any of this stuff.. heh. I actually had to google necro because I knew it was funny that you were saying I fuck dead bodies. So yeah, I just fucked a old nasty topic. And, I'm not ashamed for it. I personally don't like the folding in C++ express. It's throws me off. I won't remove all the whitespace, but rather clump it together so my source code will still compile and get a quick overview on each possible parameter in that clump and think about how I'm going to apply it to my code in a cleaner way. When I see that chance I'll do it, and my code will make more sense in the end. I like to upgrade everything in that way. The reason I don't like the folding feature is because if it's really big, I wouldn't be in the mood to expand 100 . I'd rather just keep it a clump of 30 line to get a feel for what variables, arrays, or functions, parameters or whatever I'd have to come up with to code it better. I hope I make sense because I feel like I'm rambling and talking stupid. I'm really bad at explaining computers.
  2. Game Career Planning - Early Learning Stages

    @3Ddreamer: People here critical shit heads. :/ (my only tip: You're better than indie games. You're only an indie game devoloper as long as you say you are. Say you're a business! And that's what you are.) And, you are right about gaining the proper resources before jumping into it head first. Sometimes it's fun to do that, but having good material to fall back on and read is how you make progress. As soon as you start reading some shitty book, you'll be back to looking for different books. What made you decide to go with C#?
  3. How to explain Programming?

    If someone is actually that interested in it... Start off with a quick explination of hardware: "You got the cpu that processes stuff" "You got ram that just remember variables and stuff." "And you got your graphics card that turns data into pixals and stuff" (I talk about the gpu but not here yet so they don't get confused) Then I just kinda shortly explain from there: "I tell the cpu what to do and the cpu calculates shit with the variables in ram and the cpu sends it's stuff to the graphics card to be displayed. But, if I need 60 something frames per seconds I'll tell the gpu to help think about graphics so the cpu can think about other things." I found this to be the best way to explain programming without giving a shitty half assed reply and without confusing the shit out them. Most people are happy to get the picture. If I can tell they don't know anything about computer hardware, I say Graphics Processing instead of gpu. But, I think as programmers we should avoid talking about it as much as possible. I refer to it as software engineering to them just because it sounds cooler.
  4. Few random jumbled up tips: Personally, I never use comments. As stupid as this may sound. When I code, I think in code. If I know I've just writen something that sketchy, I'll waste a half houring figuring out a re-write. If I have a section that is tediously taking up a lot of space.. I'll just get rid of all the white space and bunch it togeather in a stupid blob of code. <-- It sounds stupid but cutting back on a bunch of lines that eventually only do one thing is totally worth it, until I feel like re-writing it. The number one priority for me is O.C.D. style programming and constantly moving code around to keep everything organized. Other jumbeled up tips: Basically, you can try whatever you want. But, just make sure you ask yourself while working on the code if it's something you would understand and not just something you get a the moment because you're working on it. If you work alone, you're free to move everything around and completely change it up. Just make sure you keep your stuff backed up. Don't be afraid to spend that day doing something stupid like changing the structual integrity of your entire programming. The worst that could happen is that you've messed everything completely up and have to start over tomorrow. But, tomorrow you'll really see your code a whole for everything it is. It dosn't hurt to waste time relearning your work, or making mistakes. (p.s. I'm really bad at message boards. Seriously...)
  5. Game Career Planning - Early Learning Stages

    @ApochPiQ I don't know. I don't mean to pick you apart and judge you, I just find the way you look at programming to be very different than how I view it, and it interesting to me in that respect. You sound like you spend far too much time trying to remember every last detail before moving on compared to how quickly I like to make progress. Again, I'm not judging you, I'm just really interested. I moved onto Programming with the Win32 Api after about a day of learning C++. Don't get me wrong, I take programming very seriously. I know when I've gone too far and need to take a step back and prepare, but I also really enjoy jumping in head first, feeling lost, and figuring out a solution. Just to let you know... I was suffering from a 4 day long insomnia when I wrote that about you... (when you go that long without sleep; you enter a psychosis until you fall asleep). By the way you've replied you've showed a lot about your character and you have my respect. If you're interested. I would enjoy hearing more about what you do with programming. So feel free to message me if you want to. I most likely won't agree with any advice from you. Right now you have me interested. How long have you been programming and what level would you say your at? What have you've acomplished project wise?
  6. What are the downsides to using Unity?

    [quote name='jefferytitan' timestamp='1345085193' post='4970033'] @Estabon: While you are correct that you can just plunge in with those tools and achieve something, I'd like to point out a few things:[list] [*]If you want to compete with the graphics and physics of high end games, realistically it can take years. [*]While usually more suited to the purpose, a custom-written engine can be less robust. [*]If you are interested in creating gameplay rather than an engine, starting with an engine can be a fiendish waste of time. [*]There's little purpose in attacking someone's tools without justifications. The language/platform/API/tool wars have been raging for many years on many forums without any "winner". [/list] [/quote] Well, all I have to say is that this dude is interested in programming... and you guys convince him to just give it up!? Maybe he won't program a game... but programming is a very useful skill. It's a lot of fun. And he shouldn't even try because he comes here and finds no support in building an engine? I'm just really annoyed that people recomend to PROGRAMMERS to use a game engine. This website is Gamedev... not game design.. This dude is interested in game devolopement! But, after viewing these messageboards for a few days he lost his confidence in building an engine. Everybody is so quick to make building an engine seem like more trouble than it is fun.. Okay? So I'm saying what I have to say so that maybe I'll inspire somebody that they actually CAN devolope a game and won't settle for using a game engine. Listen dude, I have no problem with game engines. But they are for people who just want to design a game! Do you know what I mean? He took programming classes, and probably never thought about learning 3ds studio max. ---Edit--- Here are some of his quotes: 1) I'm a brand new programmer, I've spent some time in classes learning Java, SQL, PHP, HTML, and VBnet 2) using Unity for beginner developers. I don't feel confident developing a game standalone at this point. 3) and to expand our knowledge of programming. So let me ask you if this guy REALLY wants to use a game engine or is just convinced by you guys he simply isn't good enough to make an engine... He's asking where to start game programming, and using a game engine won't help him progress at all! What's wrong with starting with the Win32 Api or a different basic graphics Api? And... for the most part... he won't get what he wants from a game engine! So what if it takes him a long time to make a cutting age game? He's into it. And won't be making any progress with programming if he never starts!!! Maybe it takes some people years to make a cutting age game engine... but that's because he is LEARNING!!! Not because it's complicated. Programming is actually very easy... if someone takes the time to learn. I'm not attacking people who use a game engine. I'm just making up for all these people crushing programmer's desires to get into game programming. Get used to it.
  7. [quote name='Orymus3' timestamp='1345121118' post='4970137'] [quote name='ToddF' timestamp='1344890164' post='4969186'] 'Why would you want to broadcast your idea to the world instead of investors anyway?' Because an APP version could not only broadcast the idea to investors, it would also demonstrate its commercial pull (assuming it exerted any commercial pull!) [/quote] Been there, so I know why you'd be tempted to do this. This is a bad instinct, and here's why: Most products that do have some commercial interest from the population (and I'm mostly referring to web and mobile apps) will require immediate updates. The fact you're holding back on good stuff is great, because it helps you get ready to expand IF necessary, which means you can pitch a few projects and only pick the one that worked ok and expand on it. However, if you're building this on a budget and hoping for this product to work first and then get proper funding, you'll find that the velocity of the people you meet up with is not on par with yours, and that when you actually get money out of the deal to continue dev, the "hype" will be dead. In other words, you'd be trashing your own idea because of industry velocity factors. You should definitely pitch your idea to investors, but not go live until you are sure you can followup with something else at a moment's notice. A project I was working on has recently suffered from that... a bad "transmissions in the cogs" so to speak. [/quote] This is a good point. While thinking over it I came up with this: Commercial interest is a good way to gain/keep investors, and having investors is a good way to be able to produce material for maintaining commercial interest. Of course that^ is just and method/plan and not a proven method. If this was not just a purely hypothetical question, I would say: Just a quick business side note: Commercial interest means sales. So anybody involved in Business will only get involved if they are convinced whatever they are doing means they will get paid! So if anyone wants to be a business man... don't fuck around <3 So let's take a look at branches of many elements that can be broken down and involved in this given situation: Investors - Product - Sale - You - Sale - Law You: This part is simple, you're the business man. You decide what you want out of people! Investors: You get money. Money and business go together like bread and butter. Only you can decide where that money goes. Product: How are you getting this? If you are spending money, consider who you give money. Do you plan on overseeing the operation? Personally, I would 'legally' reserve the right to peek under the hood of the project. Sale: You decide if you're a company, or if you're an idiot and want to get involved with "indie game." Sale means to get the product in reach of consumers. Pay attention to distributors! And remember that's all they are! The reason I say this is because Microsoft is a distributor. I feel like a lot of you need to be smarter with this. Think about the relationship between Family guy and Fox... Seth was smart! Marketing: Gain commercial interest! Law: Study law, you sign a lot of stuff and get into deal. Negotiate. Don't go accepting things you aren't happy with. Check out the Uniform Commerce Code in the state you reside. I'm sorry but I have to go and have no time to spell check and rushed at the end. Peace out!
  8. Although you probably mean Accelerated Graphics; Microsoft Programming windows Api 5th by Charles Petzold, has got to be my favorite! just because I remember sitting there with droll coming out of my mouth at the msdn website trying to figure the wnd32 Api out before getting that book. It only took one days for me to get used to everything about the whole Win32 setup. Haha, I just started learning how to program like a week ago. I went on an amphetamine kick the past few days to power boost my learning skillz and well, I definitely can't use a computer or think right now. Haha, hallucinations and shit. I'll knock out in the 15 mins anyway. Btw, anybody who cries that programming with an API is too hard is seriously dumb xD. I see people coming in sometimes (who might already know C++) to the beginner section asking about programming and some jackass will tell him that it "takes years" to program anything with graphics and convince him to just use a game_engine o_O I find it so annoying because of how awesome programming is >:/ Sorry for the bad spelling, I am tripping balls right now.
  9. What are the downsides to using Unity?

    Everybody should only need about 4 things to make games with...Windows, directX, Microsoft visual studio c++ express, and pair of BALLS. Seriously, Just grow a pair get started. Any one who has told you it will takes you years to make game engine is an idiot.
  10. [quote name='Faelenor' timestamp='1344959872' post='4969509'] You don't necessarily have to learn C++ to have control on what you do. No offence, but with your current level of programming skills and by learning C++ in your spare time, it will take years before you can make a game from scratch! What I would suggest is to start using a game engine such as Unity. You can get good results pretty quickly. The skills you'll learn that way will be a lot more useful to a future game designer than learning how to program in C++. Most game designers have a basis in scripting languages, but the vast majority don't know C++ and will never have to know it. If by designer you mean programmer (which is not the same at all), then learning C++ can help, but as I said before, it'll take a really long time before you get good results without using an existing game engine. So, my advice is to use an existing engine. You'll touch programming and design concepts, just like what you want to do, but you won't be overwhelmed by the gigantic task of creating something from scratch. [/quote] Actually, everything about this is silly, just completely silly. Why do some people assume using an Api to make an Application will takes years. I only did a tiny bit of C++ 6yrs ago. And then randomly started again a little over a week ago and hardly been paying attention to it. I already know a whole lot about the Win32 Api and started to study DirectX and can draw on the screen with it... I think it's dumb you're encouraging people to use a game engine over just programming, too add insult to injury he already started to learn C++. Have you even tried programming? Have you even tried programming Windows? DirectX? Dose nobody understand that by avoiding game engines, the product you come up with in the end is %100 yours to sell? There is no way you actually tried to use DirectX
  11. Game Career Planning - Early Learning Stages

    [quote name='ApochPiQ' timestamp='1344899532' post='4969236'] The pitfall there is twofold. First, if you only learn to maintain project discipline in one-month increments, you will flounder and burn out [b]hard[/b] as soon as you land in an environment that demands a project whose lifetime is measured in years. Second, a month isn't long enough to do anything interesting, not at this point in your growth. I stand by my earlier statement: pick a year-long project, and go do it. Put as much love and polish as you can into that project, but limit it to exactly one year. If you don't have enough time in a year to finish your goals, learn the difficult but necessary skill of knowing what to cut back on. If you have extra time, polish it more - there's always room for improvement. [/quote] You seem like a very unproductive programmer.
  12. If you had the money. It's completely up to you. Just study a bit a law, find someone or some company and set up a legal binding that both parties agree and there you go.
  13. Game Career Planning - Early Learning Stages

    Please Ignore this post. I am current out of my mind from lack of sleep.
  14. DO BOTH!!! seriously... they go together I just made a super long post down at the 7th line of that page in this link, Berserkr. It might help you, or maybe not. Maybe I'm just crazy? O_o http://www.gamedev.net/topic/629612-i-need-a-jumpstart/ I kinda forgot what I said because I haven't slept in four days... O_o Anyway, I would say the book you are looking for is "Programming Windows 5th Edition by Charles Petzold." It's written in like 98 but it's still the best book I ever seen in my whole life of programming... like a week. xD But never-mind me! So Idk what you know about programming but I'll assume you're still hanging out in basic c++ syntactic and with all of our old friend mr. <iostream> xD Anywayyy.... (sorry, no sleep in days, too many drugs) xD So basically what that book will get you into is simply programming with windows. (Using the Win32Api) You can't really use it for game development, Idk, you wouldn't really want to make games with win32 anyway. DirectX is for games and multimedia and all that jazz. But anyway, The reason I'm bringing up a book about WindowsApplications on a game development website is because this book is really awesome and will walk your hand each step of the way of something that will at first; make C++ look as complicated as a tic-tac-toe board. Soooo in that case, DirectX, well... So yeah, you might end up wanting to shoot yourself in the foot about once or twice a day while learning DirectX. That boring stuff works for me because I like designing software from scratch. The feeling of knowing that what I just wrote is %100 mine. Goodluck.
  15. I need a jumpstart

    Good luck halieohalilei! "Faelenor" dose have some really good advice in general. Starting from the age of 14, Halo on the Pc was my way of getting into "making" video games, I stopped around the age of 17 but at the time I was throwing in my own models, textures, and animations. And, troubleshooting my way into Halo 1 into "almost" a completely different game. That part of my life eventually phased away as I felt my ability with 3d art was better than halo 1 but didn't feel like relearning all the headach of getting into anything else. I knew a little C++ at the time and could compile the little "halo code" into custom single player maps. I still wasn't happy with the stuff I made, I felt like what bungie did 10 years ago was doing most of the work. And, I definitely didn't feel like I owned anything I made. For all that time I completely dropped the idea of the childhood dream of making that perfect game. The heavy drinking and high school parties didn't help much too. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Starting just about 10 days ago after getting prescribed amphetamines for adult adhd, I put down my guitar and racing thoughts I used to have for just about everything else in the world and downloaded Visual studio C++. I messed around with openGl for a few hours until I realized I had no %!**# clue what I was doing. I spent the rest of that day learning all the syntac of C++ along with some other things. But, luckly I quickly found the book: "Programming Windows®, Fifth Edition (Microsoft Programming Series)" Yeah, so I mean Programming Windows isn't programming games, but I've learned a lot of it and added in a few touches with DirectX (or honestly tried DirectX and didn't get very far) But, I still learned something about DirectX each time I made that foolish leap forward and acomplished one small silly thing. Even though I knew I wasn't quite ready to enter the world of DirectX. So yeah, I guess we all have our story and can try and tell you what to do. If you want a Jump start, you should take the time to honestly consider what is right for you. Although this is my first post on this wonderful website; I've been using that search bar too read on what other people have to say regarding game development. Take all the time you need to take all that information in and take that jump start towards where you want to go. Personally, I just started programming a little while ago. I decided that I like C++, and want to start off making applications for windows and then eventually take advantage of directX for it's features when I am ready. But this is just me... and you are you, or whoever else is reading this is that person ;). I'm a self tought programmer who started to practice software development for windows the hard way because I think I have a chance to make a living negotiation my projects with distributors and/or selling applications/games/userfriendly_game)_engines myself. And, then after knowing enough directx, might wonder off into some other API or whatever because I'm crazy, and I enjoy knowing that when the time comes I feel like I've made something worth selling. Or until the time comes I run out of adderall and fall pray to amphetamine psychosis. xD jkjkjk!!! What I'm into might not be what you're into. Take some time and ask yourself what, and how! (What do I want to accomplish? How am I going to prepare for that?) And be prepared to spend free time hitting a bunch of brick walls while trying to accomplish the a simple task. If you're trying to get hired, give them a reason to hire you. If you're trying to sell, give them a reason to buy. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] But with all of that touching heartwarming pep talk done and over with..... My advice, is to get started with actual programming by messing around with the Win32 Api by using the book I mentioned because programming with the win32 Api in c++ gave me a better understanding of video game development in every aspect. I feel like a better 3dArtist and game designer after realizing just how much work it takes just to start learning DirectX. Every single DirectX book I've tried to study from are horrible! [img]http://public.gamedev.net//public/style_emoticons/default/sleep.png[/img] Yet! You will learn sooooo much farting around trying to get something you don't understand to work. It all starts to become failure eventually! I never been in the game industry, so I can only think about who I would hire. And so, I'd definitely choose to hire an A.I./Game-play programmer who knew a lot about stuff like behavioral health, emotions, ectt... rather than his/her skills in being able to write a very simple form of code that any other programmer on staff would be able to assist with. Although knowing almost nothing about what working at a game studio is like; the point of bringing that up is that i think everybody interested in getting into a company to work on video games shouldn't just consider what they can do with video games but what a video company can do with you. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] I can't really remember much of anything I said. But, I hope in some way by reading this I helped somehow. This is my first post here on gamedev.net and I feel like I'll enjoy it here. I'm not much of an social networking kind of guy but after searching this site to find questions. I realized this place has a nice community of developers all alike. - For anyone who actually took the time to read this entire lecture from a speedhead who's been programming for a few days.. thank you. I'm touched... down there.. So I say this for everybody; As the windows procedure function would say. msg me! (Sorry, very first post on the internet in a billion years.)
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