Hugo Nijhuis

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About Hugo Nijhuis

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  1. Yes most definitely, we already have a few apps in the pipeline at my dayjob where we see great possibilities to enhance our customers processes. And Windows 8 has renewed my interest in game development on a more hobby level.
  2. My gameplan

    Hi superman3275, let me clear up any misconception first, I wrote 'easy' inbetween quotes to show it's a relative understanding. I must say I don't understand you when you say I should start out by learning an actual language. I'm adept in quite a few languages with C# being the one I've used primarily. I've also completed the XNA tutorial on 3d games and played around a bit with XNA besides the tutorial I mentioned in my original post and found it all easy enough. I've also dabbed into both SlimDX and SharpDX. The point about targeting windows 8 ARM devices(Microsoft Surface for example) is quite simple. I only have a small audience I intend to please. That audience can be identified by myself. I see this as a [b]learning experience [/b]and I would like to actually use whatever I make. (yes I love microsoft stuff and have windows 8 on all my pcs and am carrying a Windows Phone in the form of the lumia 800, the next addition to the collection will be the Surface tablet on which I want to experiment with what I make) About the frustration, I haven't noticed that in the slightest. I'm currently enjoying every minute I spend on developing this in C++ and learning new things in such a fast pace. Maybe I should clarify that I'm not looking for recommendation for a platform of choice as I've already made that decision. I would rather hear advice about the actual steps in my plan or if my jump to networking would be too soon etc. Thanks for your feedback superman3275
  3. My gameplan

    Hi BeerNutts, the reason I've chosen for C++ and DirectX is because my main target platform is Windows 8 ARM devices. From what I've read SFML doesn't work on it, and on the other end you have the quite 'easy' windows APIs. Thanks for your input
  4. My gameplan

    Hello, I've been interested in getting into developing games. A few months ago I had a go at it using XNA and C#. I completed the 3d tutorial here [url="http://www.riemers.net/eng/Tutorials/XNA/Csharp/series1.php"]http://www.riemers.n...arp/series1.php[/url] (Series 1-4). After that I basically stopped due to other priorities taking over. This time around my platform of choice is windows 8 (desktop, tablet and phone) and I want to go for 2d/2.5d. [u]Background[/u] I've been developing with WPF and C# professionally for about 3 years now (40 hours a week). So I'm quite at home in Windows and the .NET framework. I will attempt to learn how to develop games mostly in the evenings and during the weekends, I'm not in any kind of rush as developing and learning is a hobby for me. I've never used C++ before so learning that is a big plus to me. While I do have some ideas for full fledged games I would like to eventually make, I know that going headstrong into developing them isn't the best course of action. So below is my game plan, I would love to hear from any experienced game developers what they think of it and more importantly if the see any flaws in it. [u]Continious[/u] Improve my C++ knowledge Improve my DirectX knowledge Build and improve a simple framework I can use for 2d/2.5d game development [u]Steps[/u][list=1] [*]Get acquainted with C++ & DirectX in Visual Studio 2012 [*]Layout the basics for the framework using the default DirectX C++ template in Visual Studio 2012 (seperating the framework into a seperate library for reuse during and possibly after this initial learning curve) [*]Start developing my first gamecopy. I chose Sweet Acorn for this, for reference: [media]http://www.youtube.com/watch?v=PIcgfvjdIHQ[/media] Reasoning behind this is that I didn't want to do Pong because everyone does that ([img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]) and it seems to me the differences between the two are small enough for me to overcome. Both have collision detection, very basic AI, some sound, some user input. Where Sweet Acorn also has handling maps, the user input is a bit more complex and you have different courses of action depending on what collides with what. [*]Refactor the game and think about what I can improve in the framework [*]From this point on I'd like to learn how networking in game development works, the reason why I want to do this right after my first game is because I believe it will have a big impact on how I'll structure my games. [*]Develop something simple for multiplayer, maybe just a map with a sprite that you can control and a chat system. This is to put theory into practice. [/list] [u]Progress[/u] Well not so much so far, I started 2 days ago and I have currently completed step 1 and am making good progress on step 2. On step 2 I've decided to go with a static library for the framework and I've managed to abstract a basic game class that handles the actual game loop with gamestates that handle initialize, load, update, draw. I'm looking forward to any feedback anyone can offer [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img].