Ikana

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About Ikana

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  1. UAT or DigiPen

    Quote:Original post by Programmer16 Quote:Original post by Ikana With a game development degree, you've just put yourself in an uncomfortable position. Not so with a computer science degree. I have to disagree with this comment (on the programming side anyway.) Everything that I've learned from has been geared toward game development, but I have no problems with any other type of programming. And if you know how to program correctly (by addressing the problem without using language syntax) then you should have no problem doing any kind of programming after getting a game development degree. This is just my opinion from my experience though. I really wasn't speaking of whether you'd be at a disadvantage in terms of programming ability, I really don't know, and there are a lot of things that could influence that. (Though it is my opinion that the game development degrees are gaining popularity because people lack the ambition and desire to take a more general approach) Even if you are just as talented as the guy with the computer science degree, if you're going for a position in traditional software development, I would think that the computer science degree would carry more weight.
  2. UAT or DigiPen

    While I do agree that the most important factor is one's own desire and motivation, having gone to a particularly bad school myself I believe that the schools do matter. Maybe they don't in terms of getting a game industry job, I don't know. But they do matter in terms of making you an educated, well rounded person. The goal should not be only to get into the game industry in my opinion, you should strive to be the best educated person that you can be. Knowledge is its own reward, but even beyond that it gives you more alternatives. What if you decide you don't want to be in the gaming industry after all? With a game development degree, you've just put yourself in an uncomfortable position. Not so with a computer science degree.
  3. Noobie Help

    In my opinion, which you are certainly free to ignore, starting out writing platform dependent GUI programs is a bad idea. I believe that you should at least have an understanding of the basics before you get into either platform dependence or GUI programming, and especially before you do both. If you go that route for long enough, I believe that you are seriously hurting your own flexibility and potential as a programmer. It's easy enough to go back and learn those things with some experience and a firm understanding of the basics anyway, and you'll have a stronger programming foundation for it.
  4. Books, Roles and Management

    I've been on a few amateur projects as a programmer and an artist, and here's what I would say is important, from my experiences, in no particular order. Write code. If you don't care enough about your project to be involved in creating it, then certainly no one else will in an amateur project. This helps in delegating responsibilities as well, because not only are you familiar with the subject matter, but you are also familiar with the actual code and thus better able to determine what work needs to be done. Resolve conflicts. This skill is particularly important, certainly one of the most important skills a leader can have. Unresolved conflicts can suddenly and easily sink an entire game development effort. Practice this skill on the guy that you don't like. :) Organize the project. Others emphasize organizational skills for aspiring game designers, and I think it's true for amateur game development as well. It sounds like you're doing pretty well in this area, considering that you have concept art and design documents and such. I personally recommend setting up both trac and subversion for project management. Make it fun. I don't think that the possibility of going commercial should be used to motivate your team, particularly so early on. It's likely that things aren't going to work out the way you plan them in the early stages anyway. So I suggest that you motivate your team by making your project fun to work on. Don't bother with the meetings and the bureaucracy if possible. Make the game you want to make, not the game that you think the most people will play. Avoid using negative incentives like deadlines. Discuss the direction of the project with them, get their input and ideas on the gameplay and such. Get them involved in more than just the technical work. And that's what I'd suggest. I'm no expert, but I have seen a few projects die sudden, painful deaths because of failure in these things.
  5. Books to read?

    To the book store, of course. :) I've found that the reading can keep one pretty busy in and of itself.
  6. building gamedev pc

    Quote:Original post by Codemonger Quote:Original post by Kazgoroth Quote:Original post by _jinx_ Quote:Original post by Codemonger ... My advice is to buy what you can. Don't be stuck with just one mega computer and let hacked software do the rest. That's if you are a serious developer of course. You have a valid point, but....... if he can afford $3,495 for 3dMax studio I am just guessing that he can afford just about anything he wants and yea, if you can afford it the right thing to do is have legit software on your PC to top off the sweetness of it. I hope you two aren't suggesting that using non-legit software is an acceptable alternative. Buy copies of what you need, or if you can't afford it use some of the excellent quality free alternatives out there (Photoshop/GIMP, VC++/DevC++, 3DSMAX/Blender, etc.) - the free alternatives aren't always quite as good as the commerical applications, but they're still pretty powerful, and using pirated software should not be considered an option. Also remember to take advantage of any student discounts available to you when purchasing software if applicable. Most of us here are software developers. Pirating software takes money out of our pockets. No I didnt mean to suggest pirated software. I have a very different view of free software than most people. Most of it is 2nd rate (not all of it, by no means), but it's free so you can't complain. I'd like to know what experiences you have with free software that qualify you to make such a judgement.
  7. Just use BASIC

    Quote:Original post by Vampyre_Dark Quote:Original post by ukdeveloper Quote:Original post by Vampyre_Dark There is DarkBasic too. Indeed. Sorry to say that hacking interrupt routines isn't required though, you reckon that bothers the OP?Come on now. :) He's just expressing his love for the basic language. I don't see why some of you had to jump on him, and then do the old --r. He does bring up some valid points. Even after using QB for years, jumping into c was very hard and I quit at it more than once. Not everyone here wants to get into the industry, and some fun can be had with these simple languages. Back in the day, everyone got a free copy of the QBASIC (different from QuickBasic) with DOS, and it was even included up til Win98 in a folder on the CD. One of my DOS manuals even outlines the language. There hasn't been a tool like that to replace it since. And I bet most of you have some memories of the fun of fooling around in basic, having fun, and not worrying about ten thousand little details. In my opinion, what really sucked was the packaging.This topic probably would have done a lot better had it been titled "Why not basic?" instead. But the OP seems to believe that his is the one true way and that he is an authority on the matter. Since there has been so much discussion and disagreement on the matter, (really, there's been a *lot*) the original poster is effectively saying that he somehow knows better than all of us, that he has found the one true path. He could have fostered honest discussion instead by a change in tone.
  8. Quote:Original post by Lilly Pendragon ok thanks! Ummm will anyone walk me though it if possible. I guess I'm not confidite enough yet! We can't do the work for you. It takes years to achieve anything like proficiency at game development, and a lot of hard work. You've already been given everything you need to get a start in game development, so I think that you should start working and come back when you have more specific questions. There's a whole lot of controversey and debate about this, but I don't think it matters where you start, as long as you don't quit. Just pick something that interests you and go for it.
  9. starting out info needed

    You know, part of the reason why I think that this question is asked so often is that the start here section really isn't all that helpful. It's starting to get out of date and really doesn't offer much other than a bunch of book recommendations, and most newbies probably aren't ready to shell out a whole lot of money for books just like that. There are a lot of free online resources that should be on that list, that's what people usually end up answering with anyway, and just in general I think that page could stand to be updated.
  10. Binary Notation

    If you are just doing flags, can't you do something like typedef struct flags{ unsigned short int flag1:1,flag2:1,flag3:1; }flags; int foo(){ flags flagset; flagset.flag1 = 1; //etc
  11. Quote:Original post by violetann Quote:Original post by Daerax No, I was by no means saying that. Rather, I was emphasizing that people be certain of their path when considering their future as gamedevelopers. Even if you are sure now, point 4 is tough one. As an example there exists amongst our ranks an incredible programmer, most accomplished, who one would not have guessed would have decided certain aspects of the game industry would have proven too negative for even him to deal with. It was a real eye opener. Interest and priorities change with time. Nonetheless I wish you the best in your endeavours and you sucess in the attainment of your goals. Perhaps someday I will be playing a game written by yourself and be able to say, I knew him on GameDev! thanks but i surely hope you don't say i knew him on gamedev since i don't plan to have a sex change i'm happy being a woman thank you, lmao thanks anyway :) On the internet, nobody knows you're a dog. Personally, I think that's the way it should be, it just doesn't matter. To avoid potential misinterpretation, I'm referring to this: http://www.unc.edu/courses/jomc050/idog.jpg
  12. IDE hell...

    I use Slackware 10.1 and I really don't have any problems with it. If you think Slackware is the problem, well, I'd put forth the idea that perhaps it's misconfigured in some way. I write all of my code in Emacs. It probably doesn't have all of the features that you are looking for out of the box, but I don't really miss them myself.
  13. Beginning in C++

    It's all well and good to try and be helpful to this person and answer the question, but I think you guys are just giving him ammo to shoot himself with. redragonman, it doesn't sound like you are quite ready to take that big leap yet, and I would suggest that you spend a little bit more time on text based programs. Tic tac toe is often suggested, and you could try making the very best text based tic tac toe game that you can, for example. If you jump right into graphics programming armed with only, as you described, text based games and html experience, you could be in for a lot of discouragement. It takes time and effort to become a good programmer, what's the rush? I tried to rush myself long ago, and I quit programming for a lot of years because it was so discouraging.
  14. Quote:Original post by silverphyre673 Quote:Original post by Gollum1378 Quote:Original post by Talroth C++ is much better as a second or even later language to learn. Python is becomming a more common suggestion as a first language. I haven't tried it yet, I've only done Java and a bit of C++. You're not going anywhere fast in the industy if you only learn one language, and don't learn how to learn another fairly fast. I much rather learn the basic concepts on Java than C++, as there are fewer things to go wrong in your code. Python has even fewer. Well, it just means you learn good, solid debugging skills early on in programming. I'm just becomming a Junior in Highschool myself, and I've had previous experience with VB 6.0 (Back in 6th/7th grade) and now I'm starting to learn C++. If you get the right book, trust me, it's really not hard to learn. I'm starting off with a book called "C++ Without Fear" by "Brian Overland." It's well organized and makes everything very logical. To address this kids situation, because we really have no idea if he wants to become a programmer or not, I'll say the following. (1) Learn to be organized, no one in a job is going to want a "very disorganized person" working in their establishment. (2) As for feedback on your game idea... The first idea seems too cliché to me. I don't know, if I were to try to name another game with the same "I don't want to fight anymore!" type of storyline I'm not sure I could. Yet the concept as a whole just seems to be rather cliché. Also, addressing the issue of taking out a small army by himself, every kid loves to see mass destruction or a lone guy being really powerful. Yet, when it comes to gameplay you want something that will be fun and challenging. Not just, GO MY SOLDIER OF DOOOOOOM!!!!!! *Kick, thrash, bash* Time to go to the next map! *Tee hee!* Although it can be fun to see mass destruction every once in awhile, it gets old pretty fast and you'll need to have other ideas for gameplay in store. In respect to the second game you've listed, it's a much more original idea (Or at least I think so), though again, realistically speaking it's impossible to make a game engine than can instantly spawn any type of item the user wants due to their imagination. Even if it were possible it would again make the game too easy. Oh look, 20 guys running at me... Oops! I just thought up this lovely Gattling Gun! So again, more thought into the details of the gameplay is needed to make a game that's challenging and fun. Anyways, just a large chunk to think about. --- Gollum Yes, exactly! And what beginner wants to master python, then learn that they can't apply their new skills very well? Talking to girlfried, g2g. Sorry. From my experiences with Python, it tends to map fairly well into C programming skills, particularly in comparison to the canonical beginner languages.
  15. C++ Compiler for mac.

    Quote:Original post by llamaSong Quote:Original post by Boder Are you giving up on Pygame? No, I am looking for multiple paths. If both I can get pygame to work, I will use that, if I can get xcode to work, I will use that, if both work I will use pygame. I tried to learn Common Lisp and C at the same time. It wasn't easy.