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DujekC

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  1. First off, if you haven't made any games, start small before making any big games. If you're set on not using a game engine, you need to find out what game engines can do, figure out which of those things you're game will need, then decide if it's worth it to spend time programming those things into your game yourself. If so then great, if not then you'll need to use an engine.
  2. Definitely post your code here so we can take a look at it. I'll be happy to try and find a problem. Without that, it's really hard to help you. If you're interested, I made my own C++ Tetris clone and posted it online with the source code. If you want to see how I've solved some of the problems you could take a look. It's hosted here https://sourceforge.net/projects/dujekcgames/files/ But, like yours. It was one of my first projects in C++, and as such it's very badly put together. Using header files wrong and with no classes so don't think thats the right way to do it. I could go back now and make it a million times better. Out of interest, what are you using to render your game? I used SFML.
  3. Thanks a lot stitch, I PMd you to not derail the topic.
  4. I've been doing the same thing. But I wasn't worried about making "cliche" games. The first game I made in C++ was Snake. Which was pretty simple and really just a test to see if I could properly use C++ and SFML. Then I made Tetris, which wasn't too difficult but it took me a while to get the program design right. Next it was Asteroids. Which was really cool, I used vectors and matrices, it's probably the first real use I've had out of my high school maths course. And currently, I'm making Breakout. Which has turned out to be a much bigger project than the previous games. I've almost finished it. But I'm about to start adding functionality to my level editor which could take a while. In my opinion, if you're just starting out, you should stick to classic ideas because that way when you're testing you have references that can tell you exactly what the game should be doing. You can still be creative and make changes, but for programming the core game knowing exactly what you're trying to build (i.e having requirements) will make things go a lot smoother. And it's a lot easier to get feedback about your game when people know the general concept of the game. If you do that, then quickly you'll get better and be able to start making more and more complicated games which can incorporate strange and cool ideas that you've had. I'm quite excited to start learning 3D programming for example. To answer your question, games I'm considering making next are Pacman (Because I haven't ever implemented AI), Mario (Because making levels would be an interesting challenge), Bust-a-Move (Because I would want to play that game!) and a pool game (Because of the cool physics it would use). I was going to make Space Invaders but I already made a rough prototype in Python and I think I wouldn't be pushing myself enough if I spent time on Space Invaders since it wasn't too difficult, the only challenging part would be making a level editor, which would be very similar to my breakout editor. For reference, if you're interested. The source code and .exe files for my first 3 projects are online here https://sourceforge.net/projects/dujekcgames/files/ they only work on Windows7 32. They're poorly done though. It feels like every time I learn something new everything I've done up to that point becomes terrible. For instance, I didn't understand how to use header files properly until I started making breakout so my first 3 C++ projects have few classes and header files with no accompanying .cpp files and functions coded inside the .h file.
  5. I haven't tried SDL but I'm a beginner too and have been using SFML. I just made the transition from 1.6 to 2.0 after making a few projects in 1.6 and nothing really major changes so I'd recommend starting with 1.6 (which has tutorials) then switching once you're familiar with it.
  6. I'm not sure this includes anything about OpenGL or DirectX, but http://www.gameenginebook.com/ I've heard is a good book about Game Development and it uses C++.
  7. Instead of using a lot of bools. Why not try storing the direction as an int? I.e. if(key==Up){direction = 0} if(key==Right){direction = 1} if(key==Down){direction = 2} if(key==Left){direction = 3} If you put that code in a function (say it's called KeyboardInput). And you've got a block that has an x coord and a y coord. (vector<int> block(2,0)) And you've got a function that will display the block (let's assume the snake only has one part for now). Then you can make a while loop. while(GameIsRunning){ KeyboardInput(direction); if(direction == 0){ Block[1] -= 1; } if(direction == 1){ Block[0] += 1; } if(direction == 2){ Block[1] += 1; } if(direction == 3){ Block[0] -= 1; } DisplaySnake(Block); } I don't know OpenGL, so you'll have to work out the real code for handling events and displaying the Block. But the basic structure should work? If it doesn't let me know what your problem is because i'm not sure I understand.
  8. I don't know if this'll be helpful or not. But I recently finished a Snake Clone in C++ as well. It uses SFML instead of OpenGL but if you need some inspiration on how to structure things it might help. The Game with the Source Files are on Sourceforge in a .rar file if you'd like to see it. https://sourceforge.net/projects/dujekcgames/files/ It's "Snake.rar" ;) Good luck with this project.
  9. I think I understand. In my opinion, almost all games (except possible puzzle games) should have a broad veiwpoint. I should have access to as much information as possible without having to press too many buttons. As long as the UI isn't so bright that it detracts from the rest of the game I think this will work for most games. If you look at a platformer like Super Meat Boy. I think if the screen was smaller (you could only see what was directly surrounding Meat Boy) it would be a terrible game, It would be impossible to plan where you're going next and time it right. Seeing almost all of a level at once is perfect for a game like that because there isn't that much your character can do at each location. So even if the viewpoint is fairly broad. You still have access to all the information you need (and more) to play the game to its fullest. Did that make sense? sorry. Really though I can't see why this is a useful topic to consider. If it were me I'd probably experiment with both options (and other options in between the two) on a case by case basis then make a decision rather than deciding which viewpoint is best before I start.
  10. I'm a fairly new C++ programmer and after using Notepad++ while learning the basics of the language I started using Code::Blocks and I really like it. Could someone point out the advantages of Visual Studio Express? Do you think it would be worth switching assuming I'm already fairly comfortable using Code::Blocks? Thanks.
  11. [quote name='Gnorme' timestamp='1345665205' post='4972346'] Thank you for the responses [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] The project is in it's infancy, but I'm trying to make sure I start off on the right foot. I've never programmed something intensive enough for me to have to worry about the limitations of a language. Any thoughts on SDL vs SFML for c++? and for Python would Pyglet or Pygame be better? [/quote] Assuming you're comfortable with both C++ and Python, then once you've decided on a language the standard answer is just to use whichever of you have the most experience with. SFL or SFML for C++, or Pyglet or Pygame for Python. That said. I have experience with both SFML and Pygame and I enjoyed using SFML a lot more (Though that might be me preferring C++). Use whatever you like. If you start making your game and it turns out you need to change to something else it probably won't take that long because most of these libraries are pretty similiar.