Jump to content
  • Advertisement

aleksnil

Member
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

133 Neutral

About aleksnil

  • Rank
    Newbie
  1. aleksnil

    Should I learn how to draw?

      That is true, BUT! We don't need to do only one thing in life. Those who succeed at one skill often do the same with others. I'm not talking about becoming the next Picasso, but while you learn programming which is exhausting and time consuming as you said, why not learn to draw on the side?  I know I'm not going to stop playing guitar just because I started programming, and even tho you won't be making magic with your pencil atleast you can make your games personal. But yes, I agree with you. Don't go 100% both at the same time, rather use sample sprites and later draw your own creations!
  2. aleksnil

    Too much Ideas - Not enough skills

    You must evaluate your current skill set, Of course you can't start making a complex and complicated game if you lack both artwork skills (drawing, photoshop, texturing, animation) and programming skills. It's "easy" to come up with a great idea, the hard part is realizing it, because that's when hard work and experience comes into the picture. I'm currently learning as I go, and I know that to make the next block buster game I'm not even close with my current skills. Don't get ahead of yourself. The reason you stop up is because you don't have experience and skills. It's like repairing a car when you don't know the name of each part. But learning as you go is not the problem, but biting over more than you can chew is. Also artwork is not a huge concern in the beginning. Learn to program the game with shady graphics at first, then when you are good enough to actually make games, then develop your artwork. You could do all at the same time but then you need extremely good discipline since you're learning two skill sets at the same time and the learning frustration will be double.  
  3. aleksnil

    Xbox One dev. language and engine etc?

    This is the latest news I have read, came 20/08 http://news.xbox.com/2013/08/gamescom-indie
  4. aleksnil

    Xbox One dev. language and engine etc?

    So Some of you think that it might be a new XNA down the line, and other think that it will be a variant of metroapp.  So with other words, there is no way to know what to start making games with? If you start with i.ex winRT and that is not featured with Xone, then you must start back at start? It seems to me they don't want to be indie-friendly at ALL. Just focusing for the indie companies who are currently really established. What about the PS4, do we know anything there? 
  5. Hi, Just started out learning XNA but a quick question. I read a little about the Xbox One, and they say it will be Indie friendly. But how will you write for it? Since it's confirmed xna is dead by support, and they haven't announced any new framework. How are you suppose to write games for it? Someone suggested just writing games for win8, since that most likely will support xone in some way, but what do you think are the best options? Sit on the fence and wait for the new "xna", or another route? MonoGame supports win8 as of now I think, does that mean that it may support xone and that we can proceed making games as of now with xna?  
  6. aleksnil

    Starting up! Where, what and how?

    Thanks for response guys. So what you are saying is that learning XNA won't be the dumbest thing to do. Since this monogame is essentially a followup, will it be the same to code in? What is the difference? Why not just start in monogame?  Another thing, if you make i game in either monogame or XNA would you have to pay license? Is there any legal issues with using either? This is a little further down the road, but still I'm wondering : )
  7. Hi! I will start to say that I know that this has been told maybe a million times, but i can't seem to find a specific answer anywhere for my question. But anyway, Hi! My name is Aleks and I'm 23. I`ve been inspired to dive into the whole indie "scene". At first just to dip my toe and see if I enjoy the water. I have no preknowledge of coding nor art, so this will at first start as a learning experience. Everyone started somewhere, so I'm not discouraged. I poked around and very many suggested c# + XNA as a great working area. But! Here comes some questions. 1. Is xna dead?  With this I understand that it's just not supported anymore and of course still will be working. But should I use time learning it as a noobie, if I in the long run want to publish something and have used all my time on a "dead horse"? What else should I use? 2. Should I use months and years learning c# in and out before attempting game programming? Or rather learn along, with first easy games? ( any recommendations?) 3. Do you have any other tips for a guy who starts out from scratch? I'm eager to learn, and if I fail in the long run, so be it. Anyhow it will be a fun and educating experience. My big " goal " in the long run( years) is of course to release a game like SMB or braid or anything like that. ( please don't try to dis encourage, I'm  capable of doing that on my own hehe.) I want to put most hours in something that is relevant to game making at first and find a balance with not biting over more than I can chew. I understand that instant gratification is a key for staying motivated, but with an ocean of bad (and good) tutorials, it's easy getting lost. Thanks for any answers    
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!