TheOther

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About TheOther

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  1. Minor site redesign

    *drool* I like it man...nice and clean and easy to use!
  2. More Misc

    Yes, Pilsner is worse than Bud. That being said, given a choice between Pilsner, Bud and an American Beer....I'll just have water thanks. :) Glad you got a clean bill of health!
  3. A conversation for helping beginners out

    Definitely darren...great points! It's important to encourage questions (we all gotta start somewhere), but perhaps maybe most people tend to jump into the fray without really doing some basic background checking first... and I'm talking about the people who really are enthusiastic about learning and not the ones who are blatantly trolling. 1. Is it in the forum faq? Chances are...YES 2. Have you tried using the search feature before your post? You should. No need to duplicate threads. If you feel something is asked a few more times than usual, maybe contact a forum moderator to inquire about getting it into the FAQ. 3. Be Patient. I can't stress this enough. Just because your thread falls to the second page of this forum, doesn't mean it's "dead". Give people a chance to help you and from another point of view, to also give people time to *think* about how to respond. hth,
  4. Hi, There's a lot of helpfull people here at GameDev and everyone wants to pitch in and give good advice to help you, the beginner, on your way. However, without intending it, sometimes *too* much advice is given which gives me the impression that the Beginner is now (needlessly) confused about more than their original question, and "simple" questions are getting sidetracked with just too much information. In a constructive way, I'm trying to create this thread as a way to answer the never-ending questions about what to take in high school / university, what language to learn first, etc.. (Aside to Experts: This is probably in the forum faq in 10 places, but that's not preventing these questions from being asked, and I'm willing to bet it's because every beginner feels like they're question is unique and the FAQ doesn't apply to their case.) The difficulty in trying to help the beginner is that we're coming from a huge experienced background and trying to filter all that information down to the single response you're looking for WITHOUT trying to confuse you further. It's like not knowing anything about Kung-Fu, then walking up to Jackie Chan and asking what's the best kick to use. Most likely you'll get back a response similar to "The one that knocks your opponent down.". It's a good answer, but not one you're looking for. (hint: As you gain more experience, you'll look back at these questions and wonder why you were so stressed out about them. Seriously.) 1. What subjects do I take in High School / University to help my game programming? Among all the other computer industry professions, game programmers rank among the lowest paid and that's not likely to ever change. This is not a big deal when you are single and 15, but it's a major "suck factor" when you're pushing 30 and have a family, car, credit cards, retirement funds and a mortgage to pay for. As such, you NEED an education to fall back on if things don't go your way in the computer game industry. And to back me up further, more and more game companies do heavily recommend having a diploma/degree. Wazoo's one-line-response: The ones that get your Computer Science degree/diploma. 2. What language do I start with? Again, I would say to think of your future beyond game development. Companies run fairly major business critical software in every language. Yes even Prolog and Cobol are still players. While .NET and Java are sexy, you're never going hungry if you "only" know C/C++/VB. Wazoo's one-line-response: Try out C, VB and C#/VB.NET. Whatever you pick up easiest, is the one you use. 3. Are you sure? I think C++/C#/Java/.NET is the best one to use. Wazoo's one-line-response: Fine. Use it. I'm repeating that this isn't a thread meant to stomp on the good people who try to help out here. This is meant as another constructive approach. I'm humbled every day by the advice doled out around here which is why I continue to visit. hth someone,
  5. Quote:Original post by InnocuousFox Quote:Original post by TheOther Right now, it just doesn't seem to have enough market penetration for indie games.And that has been my entire point. [rolleyes] Then high-five my friend! :) Depending on your finances (and putting a *LOT* of faith in future trends), you could go the .NET route and hope the marketplace eventually follows suit. You'll then be in the perfect business position at hte perfect time. In one way, all these constant virus and hacker threats to a Microsoft OS only helps .NET developers, because even the "mainstream media" regularly advises you to update your OS (which in turn usually pulls down the latest .NET runtimes) And as customers ditch their Win95 boxes for brand-spanking new dual-cores, they'll have the .NET framework already deployed to the box. But again, considering the casual developer is still working with DirectX8.1, it may take a while before C#/VB.NET become more of a serious option. just my .02 hth,
  6. Setting up SDL for Visual C++ 2005

    I had a really difficult time with the SDL release and Visual Studio 2005 SP1. I kept getting really annoying manifest errors when the debugger attempted to use/load the SDL.dll, and I spent too much time trying to track down these errors online. The only workaround that immidiately fixed up these issues was to build the SDL source in VS2005. hth,
  7. Just thought I'd chime in.. I've been using C++ for a very long time and continue to do so for my gaming projects. I absolutely love .NET and I think it will "be there" for games down the road. Right now, it just doesn't seem to have enough market penetration for indie games. Heck, even in the AAA crowd, the only (major) .NET project released commercially so far is ArenaWars. Ultimately, it's your project so you're free to use whatever technology you want and must make your own decisions with respects to the audience you're making your game for. hth,
  8. Help choosing some books

    Personally I feel that one's time could be *much* better spent on a game than working with low level socket and debugging NAT translation.. I've worked with both ReplicaNet and RakNet, and I like them both. They do the job they're supposed to, and let me get on with doing other game stuff.. *shrug*
  9. I wouldn't recommend mixing D3D and D3DX versions. I think in some internal D3DX structures and functions it uses specific instructions for that particular version of D3D.. Eg. match D3D8.h and D3DX8.h match D3D9.h and D3DX9.h hth,
  10. I think another problem is the D&D license itself in some ways. When you play a game with the official stamp of approval, you're expecting a certain D&D "Feel". The players demand that it follow canon, and the license holder probably makes the same demand and a lot of dictation to maintain brand integrity.. But I agree..you can't blame the problems of those games you listed on the D&D ruleset.
  11. Anyone remember the original Dune game from Virgin? This is one that really blurred the line between RPG and RTS, though it's probably much more RTS-leaning as you couldn't affect your own skills. But the combat system was non-interactive on your part. You'd direct Fremen to target bases that were Harkonnen-controlled, and you would see the units either win or lose. you could train up your Fremen army, but you never got to actually control them...ie. "Take out that Sadukar cannon on the right!" But in the end, it really worked for the game design. You were focused on meeting spice production numbers to appease the Emperor, while monitoring and directing your Fremen forces. But to get back OT, why not allow the player to do both? When combat begins, present the player with the option to skip the combat and base the outcome solely on your stats. *shrug*
  12. Can you slap on a cross-platform GUI lib to accomplish this? Something like WxWidgets seems to sound exactly what you're looking for...though (obviously) I have no idea what it would take to integrate it with your existing codebase. It'll run on PC/Linux and Mac hth,
  13. Problem w/ most recent DX SDK

    I believe they've already discontinued support for Windows2000. The latest rev of the DX SDK only installs on XPPro-SP2 with the latest patches. I believe you're fine with the first version of the DirectX SDK 9.0c, or even if you use DX9.0b or DX9.0a... *shrug* Depends of course on what you were looking to do and/or if you had any dependency on a particular version of the DX SDK. hth,
  14. BoardGame Programming

    You got some options, depending on your skill and/or budget..;P SDL - You don't seem to favour C/C++ but this library makes it much easier for making PC/Linux/MacOS code. PTK - Another gem for making PC/Mac compatible code. Blitz3D - Uses a bit of a scripting language approach but still produces fast code for both PC/Linux and Mac. Torque Game Builder - Yup, PC/Linux and Mac compatible. In most cases you don't need to touch any C++ code, as you interface with script.. hth,
  15. Beginner help please

    Blakedev is on the right track here Recluse.. Please please please do not take any offense, but if you're having even a bit of difficulty just getting something compiled, I really strongly urge you consider a much more "ramped down" project instead of an FPS much less an MMO. My favorite beginner project that I use when picking up something new is Asteroids. It's complex *just* enough to really get a feel for what's going on. The "CodingForFun" section at the microsoft developer area has some good instructions for getting everything downloaded and configured on your machine. http://msdn.microsoft.com/coding4fun/article.aspx?articleid=905421 hth,