Stixx

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About Stixx

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  1. Getting start on creating my game

    If you like video tutorials, I have been following along with this series (for a 2-d pong-style game) http://www.youtube.com/watch?v=edfd1HJmKPY I think it's great and really well explained. I'm incredibly happy with it. I'm just beginning (less than a month) with both Unity and learning programming, but have had no problem following these tutorials. The first one is from may 2012 (I link here to part 1B because 1A was just discussing what the tutorials would cover. 1B is where you get started). These tutorials are in easily-digestible 15 minute blocks and use UnityScript I believe. I only have some HTML experience from years ago, but the guy in the video really tries to explain a surprising amount and the scripting was easy for me to get started with. It sounds like you have more experience and could breeze through them even faster. Hope this is helpful to you.
  2. Thanks for the replies and links, guys! I look forward to doing a lot of reading this weekend.
  3. Thanks for the reply. Yes, I intend to start with small and simple games like pong, just to get the basics down, then move to slightly more complex games. I have tried to follow some beginner tutorials, but they often just tell you "Do this... Now do this and this... Congratulations! You made a game." --I still won't know what I just did or how it works, because it's never explained. Heck, the most I've learned so far is just by trying to break what I'm told to do. I want to understand what I'm doing and how it works so I know why I'm doing it.
  4. I've been working as a screenwriter in independent film for a few years. I want to write for games... eventually. For now, I just want to start by understanding how games work on the technical side (sprites, objects, how/why things move or don't and are solid or not, processes or methods of implementation, etc.). I will choose a language to focus on soon (leaning towards Python), but I must walk before I can run... and I don't even know where my legs are yet. My goal is to get a foundation with 2-D games, move to 3-D and create a few solid games to use as a calling card to get a job at a company and work with a team on 3-D games (ideally). I know you can write for games without necessarily coding them yourself, but I want the experience and understanding that comes from doing so, even if I never get really good at it. In film I've done just about every job there is and, no matter how seemingly unimportant or unrelated to screenwriting, I know it has all helped with my work as a writer on productions with a large team. Most of the things I've found in my research on games are supposedly aimed at beginners, but already contain a lot of terms and concepts that aren't explained very well for total newcomers. Either that, or I am just dense --which is entirely possible. I am a writer. ;) I'd like some recommendations on reading/viewing materials or even languages/engines for someone coming form a different field with only minor experience in the technical world. I'm not looking for info on how to make GDD's or the "developing your idea" side of games (sloperama has a wealth of good stuff on that) but I want to understand how games are made from the coding side and begin making some myself. I'm just having trouble finding something that explains things in terms I understand. Thanks for your time. - My non-writing skills: Ancient HTML (my last web dev job was 2001. It's something though, right? I did a lot of problem-solving and... Wait, why are you laughing? Okay, yeah, it's very old experience). Photoshop. Various Film editing programs. Various Audio editing programs. A 2-D Animation program. I am learning Blender. Time will tell if I get any better at it. I am experimenting with Game Maker but I don't feel it's giving me an understanding of what I am really doing. I can make things happen but I don't know why they happen or don't. If I could see code created that corresponds to the drag/drop, then I could see why something works and what it does. I like to deconstruct. Is there such a way to view things in GM that I haven't found yet?