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  1. #1
    Pinko Member _Martyr_'s Avatar
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    Default Re: Python

    I'd say start with C++ and SDL, to write your first few games. C++ is still by far the most used language for gaming (and most other things at that...). SDL ( Simple DirectMedia Layer) is, from the website... "a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer", basically its a great set of libraries that takes care of most of the media and input/output of your game. Its a great place to start in my experience. Plus, having c++ under you belt will stand to you very well.

    Believe me, no matter how tallented or hardworking you are, you wont be able to just start programming and come up with something like M&B. It takes years of programming experience, lots of experience with the process of creating games and lots of technical know-how. I'm not trying to dampen your enthusiasm. Just dont expect to be able to program anything too complicated in the very near future. Its a LOT harder and infinitely more complicated than it appears. Im a few years into my Electronic Engineering degree and Ive just completed my first real game, its pretty much a glorified Space Invader clone, but it took me a good few weeks, if not months of hard work, and long hours of coding, and Id consider myself not too shabby at programming with c++.

    So in otherwords, my advice to you is to not aim too high at the beginning, whatever language you choose. The games you will be able to make in the first year or so will be more in the Tetris/Pong realm rather than something like M&B. If you aim too high you will just get really frustrated and quit. Good luck with whatever you do!
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  2. #2
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Python

    Constructive criticism. I appreciate that very much at a person.

    I thought of all the aspects you have told me. I am fully aware of what is necessary and what is what with all the programming around here.
    I've been studying programming since the 6th grade(I'm now in the 8th grade), so I know how do you eat this thing. On the bad side though, unfortunately, I kinda slacked off the "writing" part of the programming, so I have to start the algorythmic stuff again.

    I started C++ in the 5th-6th grade, in private. I went on really well, till I got to the informatics school, which unfortunately, was doing Pascal. This thing really messed up my brains, and I basically mixed up everything I learnt.

    I still know the pseudocode, and how it works the stuff, but I need to learn again the "conversation".

    As for my project, I hope I can learn and do something small first, then progress steadily.

    Thank you for the tips again Martyr.
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  3. #3
    Pinko Member _Martyr_'s Avatar
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    Default Re: Python

    Sounds like you will be well on track then once you familiarise yourself with C++ again. As I said in the previous post, a great place to start is with SDL. It takes the sting out of making a simple game and lets you focus on your game itself rather than testing specific hardware conflicts or something, while still involving you enough so that you learn whats going on.

    Download the library here: http://www.libsdl.org/index.php

    Good luck!
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  4. #4
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Python

    Thanks for the appreciation and feedback.
    I really need to get my "minds" back, as I need to learn again C++, on the algorythm part. Even though I did 2 years, I still don't know much unfortunately. Guess I'll have to start again.

    Thanks for the SDL Library.
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  5. #5
    Member Member ZombieFriedNuts's Avatar
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    Default Re: Python

    I’m learning python in university good luck to you, still haven’t got the hang of it.
    I was going to give a link to the worksheets we were using then I realised the lecturer didn’t put them on the web.
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  6. #6
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Python

    You need to read those tutorials carefully to understand Python.

    I wonder how CA built their TW engine....
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  7. #7
    zombologist Senior Member doc_bean's Avatar
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    Default Re: Python

    Well you probably know this already, but, some general programming advice:

    1. learn object orientated programming (if you're using an object orientated language), NOT procedural programming in an object-orientated language. Of course, knowing procedural programming is pretty much essential in itself, but do know the different 'âparadigms of coding and when to use them. Learning how to program is different from just learning a language.


    2. Document your code: you have to understand what everything does a year from now, at least, write what your code expects as input and what it gives as output: be complete and write in logic code if possible. This is the part about programming I really hate, but i've seen the benefits...

    3. write simple tests for pretty much every function you implement, and keep running them when you change or add things. Correcting a 'completed' program is a *****, even correcting one class can be a huge undertaking. Intermediate testing will save you time in the long run.

    4. Have fun ! Don't start a big project where you will only see the results years from now (it takes a year for a modern 3D engine to be build I think, and those are done by experts). Start with little projects and work your way up, or divide a bigger project into little pieces that have results of their own (like a graphical representation, a basic form of abstract game mechanics, a data handling system, input interface, etc.).

    Good Luck !
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