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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1438183409270.png (12.42 KB, 800x600, 4:3, 1438000731372-1.png)

98d4eb No.20304

Hello dwellers of /agdg/. I am a 17 y-o wanna be game dev. Currently I am capable of making vidya in Game Maker Studio (I have the standard version), but that is not what I want to do, I know I can do more than that.

My question is: what would you recommend for me? Java? Python? C++? (I've used C++ all the way to pointers and classes, but never tried gamedev with it, also played with SFML, done some networking)? Unity?

I've heard libGDX is a pretty rad thing. Should I stick with that and Java?

Also: I'm learning Blender along with programming, what would you recommend for making textures? Tell me a good way to do it. I have a graphical tablet, guess that could help.

Also: I have a Alesis Q49 USB/MIDI controller that I use to make chiptunes with. Is there a program for making music that you'd recommend?

I like the idea of being a one-man-team. Flying solo, gettin' all the credit. That's my kind of game.

Thanks /agdg/, I hope to grow into a Nodev just like you guys. <3

c25649 No.20308

>>20304

>all the way to pointers and classes

Finish learning C++.

http://101.lv/learn/C++/ looks like a good resource, though I haven't used it myself.

Stick with one language for the moment.

It's trivial to pick up new languages in the same paradigm once you know one.


c25649 No.20309

>>20308

s/ C/ the basics of C/


536240 No.20311

File: 1438186862684-0.png (60.12 KB, 1000x392, 125:49, bulletlogo-alt.png)

File: 1438186862710-1.png (38.37 KB, 1000x392, 125:49, irrlichtlogo.png)

File: 1438186862728-2.png (39.2 KB, 1000x392, 125:49, irrnetlogo.png)

File: 1438186862742-3.png (38.2 KB, 1000x392, 125:49, lualogo-alt.png)

>>20304

>what would you recommend for making textures?

Blender has some really nice texture-generation stuff built in, if you want more than that I would pirate obtain a copy of Photoshop.

>Is there a program for making music that you'd recommend?

LMMS, best music software I've ever used, and it's free

https://lmms.io/

>I like being a one-man team, gettin' all the credit

If you're not reinventing the wheel, a lot of software doesn't require but politely asks that you credit them in some way. Pics related on what I'm building my game on, they all have a line similar to

>If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.

in their licenses


98d4eb No.20313

>>20308

I'd really like to finish C++ but everyone keeps saying it a pain in the ass for deving.

C++ is beautiful, its my first and favorite language, I wouldn't even want to learn anything else, but then again everything has its pros and cons and it is so hard to say "I've got it! I know exactly what I need to learn and use and so forth!".

>>20311

One-man-team as in one guy team. Of course I will credit software I use, but I'd be the only person using it for the project.

Thanks for LMMS, will definitely check it out.


768a31 No.20315

>>20311

>LMMS

Huh. This looks like a poor man's FL Studio, and I don't mean that as a bad thing at all. I may check this shit out.


536240 No.20317

>>20315

It is, more or less, but I'm not a musician (or even musically competent), and I can't juice FL studio for all it's worth, LMMS is simpler and more intuitive in my opinion.


7bd63e No.20322

File: 1438201438221.jpg (40.15 KB, 449x408, 449:408, 1380937800145.jpg)

>>20304

>Currently I am capable of making vidya in Game Maker Studio (I have the standard version), but that is not what I want to do, I know I can do more than that.

I thought that people got over Game Maker stigma after the release of Hotline Miami


850a1b No.20334

File: 1438223915697.jpg (97.58 KB, 541x551, 541:551, 1437031348519.jpg)

>>20322

Even so, notice that they released an updated version in another engine, and hotline miami 2 already released with a modified game maker ("game baker", as they credited).

Gamemaker is great for prototyping and making small games, but to finish big projects it can get kinda of nightmarish.

Nice doubles


8068af No.20335

>>20334

>but to finish big projects it can get kinda of nightmarish

what great big projects have you finished to say such a thing?


7bd63e No.20338

File: 1438235391744.jpg (125 KB, 1024x681, 1024:681, виксен 5.jpg)

>>20334

>>20335

Yeah, obviously GM has it's limitations, but I can't help to get skeptical when someone says that they're capable of "making vidya in Game Maker". It is supposed to mean "I've already made a game in GM that can be considered passable, know GMs actual limitations and problems and want to make something bigger than that", but usually implies "I didn't make any passable GM games because you can't make a good game with GM"


2585ed No.20342

>>20338

Exactly. There is all this talk about game maker not being enough or limited, and I won't say that game maker is the holy grail of software or that there aren't limitations, but people are exaggerating. Pretty much most of those with this complaint that is bad for large projects never even made a small/medium game with game maker, and almost none made any large game that GM couldn't handle. So most of these are just baseless assumptions from them.


2412e6 No.20356

File: 1438255905408.jpg (41.66 KB, 638x960, 319:480, 11745890_590281717781506_1….jpg)

>>20338

It means I'm capable of making a piece of software you would call a playable game using Game Maker.

>but that is not what I want to do, I know I can do more than that

I don't want to keep using Game Maker because I like programming in C++ more. It gives me more freedom, less limitations, is a greater challenge, and I'll learn more from doing that. It's personal preference.

>It is supposed to mean "I've already made a game in GM that can be considered passable

Kind of, yes.

>>20342

I'm aware Game Maker can be used by both beginners and professionals and I like it a lot myself but I just want to learn gamedev beyond GM.


a9a4c7 No.20361

>>20311

Why would you recommend irrlicht over say ogre or any other 3d engine?


c25649 No.20367

File: 1438277840477.png (6.1 KB, 381x178, 381:178, graph.png)

>>20313

>everyone keeps saying it a pain in the ass for deving.

Most people here haven't finished a game. C++ is the most popular language for professional non- mobile/flash/browser video games.

>I wouldn't even want to learn anything else

That's a bad attitude. Try LISP if you want a beautiful language. The land of LISP is an easy introduction for someone coming from imperative languages, but people complain it teaches bad habbits.

>everything has its pros and cons and it is so hard to say "I've got it! I know exactly what I need to learn and use and so forth!"

Everything has pros and cons but that doesn't mean there's only one right choice. The fact that it's difficult to choose means the choice really doesn't matter much as any of the serious options will work.

Just make a choice, at random with a die if you like, and stick to it. You'll go farther like that than dithering over trivial details for months.

>I know exactly what I need to learn and use and so forth!"

Basic computational complexity*, basic set theory and functions, the mathematical literacy to understand algorithms stated formally (https://en.wikipedia.org/wiki/List_of_algorithms is DAMN handy, don't try to reinvent the wheel you'll do a worse job than a professional mathematician already did for you), data structures, and common algorithms.

Then a bunch of experience writing code, so that the act of software engineering becomes all design and the programming is no longer a challenge but merely a medium for expression of the design.

After you have that (or while you're developing that) pick a library like SDL, or just openGL, and start writing simple games in it. Write pong, then space invaders, then pacman, then 1943, then a small platformer or RPG.

Design the entire game before starting. That way you have a checklist. Every time you do something you get one step closer to finishing.

You NEED to avoid adding things as you go, otherwise you have an endless task ahead of you. Write those ideas down and come back to them when you're finished.

You'll also need Git to keep your code safe, it's easy to use.

https://try.github.io/

In short,

git init (once at the start of the project)

<make some changes to your code>

git add -A (add all changes)

git commit -m 'added feature X' (save those added changes forever)

<repeat>

If you ever need to look back into how your code worked before you broke it, that history will be there.

* Computational complexity is a precise way of talking about the properties of algorithms; often time and memory use. Big-O is the most useful for a beginner, it tells you how bad something is in the worst possible situation.

For example (in time) bubble sort is in O(n^2) while merge sort is in O(n log n).

n here represents the number of things being sorted, and the function tells you what the slope would look like if you plotted n (items to sort) against time to sort.

n^2 is not only a steeper curve than n log n, there's no number you can multiply the values of n log n by that makes them bigger than the values of n^2 (after a certain point)

In the attached graph one of these (bubble sort) takes a lot longer when you add more items to be sorted, and one of them takes a little longer (merge sort).


2412e6 No.20369

File: 1438280503365.jpg (101.89 KB, 1280x720, 16:9, 1426314951028.jpg)

>>20367

>That's a bad attitude

No it isn't. I'm still attending school and have things to do besides gamedev. I simply don't have enough time as of now: later when I get more free time I can learn more programming languages, but for now I'm sticking to C++.

I would really like to learn openGL, would you recommend it? How portable would be (system wise: Win, Linux and Mac) a game written in C++ and openGL? I might throw in SFML for some nifty things.

I've never used Git and I don't know what I'd use it for. i'll look into it now.


2412e6 No.20370

>>20367

Also thanks for that wiki page, I'll always keep it at hand. Funny thing I already needed to find that so that I wouldn't reinvent the stone axe, thanks again.


7bd63e No.20371

File: 1438281952406.jpg (579.51 KB, 1280x960, 4:3, 1301788030185.jpg)

>>20356

>I don't want to keep using Game Maker because I like programming in C++ more

Simple question I keep asking people again and again. Do you want to make a game or have fun trying?

Because a simple stub game that takes 5 minutes in GM might take you weeks if you'll use SDL/OpenGL/C++. You will spend more time programming, which might be fun on it's own, but it means you'll have less time to actually make a game, learn to draw (you're 1MA, right?), learn game design, have less time to do prototyping, testing, etc. Writing from scratch is a good way to learn something but almost a recipe for not finishing your game.

>>20367

>Most people here haven't finished a game. C++ is the most popular language for professional non- mobile/flash/browser video games.

I'm pretty sure that most professionals use RAD kits

>After you have that (or while you're developing that) pick a library like SDL, or just openGL, and start writing simple games in it.

You can't have "just" OpenGL. You need to handle context, window and inputs. SDL does that but without SDL you'll have to use platform-dependent API.


c25649 No.20375

>>20367

>ater when I get more free time I can learn more programming languages, but for now I'm sticking to C++

Sorry, I thought you meant that you had no interest at all. Sticking to C++ until you have time to piss around is a good idea.

>openGL

For now you may as well stick with libraries that use it for you, it'll save you time and effort. There's value to learning openGL, but not at the start when you have more important things to learn.

When you've made a few simple games and are comfortable doing so then consider learning if you like. It's probably not worth the effort though until your chosen library starts to hold you back and get in your way.

>portable

Provided the libraries you use are all cross-platform then all you would need to change is anything platform specific. openGL and SDL won't give you any real portability problems. SFML shouldn't give you any either, but I've not used it.

>git

It keeps snapshots of your code (commits) and lets you browse through the history (e.g.: to find when a bug was introduced) and see what changed. It's also essential if you have more than one person working on the project to keep track of, and merge, the changes you all make.

>>20371

>You can't have "just" OpenGL

I didn't mean you only use OpenGL, I meant that you use it directly without having another library use it for you. Obviously I'm not encouraging him to avoid any other libraries.


c25649 No.20376


97cc83 No.20941

>>20342

Except that GM's collision is bugged as hell.




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