What are good games to “earn your wings” with?
Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game.
What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me.
I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.
: should I be considering creating my own little "game engine", learning through it, adding features as I need them ? I think it could be a really good experience, but it would certainly take time as I'm... Possible Duplicate: When to roll your own game engine? I've been interested in writting games for a while, and now that I have acquired a bit of experience in programming, I feel like I could step up to making a little more complicated things. I've had some fun with SFML but since now I only had the basic classes I needed for my game objects, and a big run() method of my Game object
related to the graphics library I'm using, but is more of a conceptual thing. In C#, I coupled graphics in with alot of my classes which i know is a terrible idea. Wanting to do it decoupled... question about it is, is this a worthwhile approach at all? If it's a bad design I want to know now before I invest too much more time making all the screens I'm going to need. How do you build up... sort of designs other people used to overcome them, or would use. For a little background, I started working on it in my free time last summer. I was initially making the game in C#, but about 3 months
hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful... or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics
I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering... GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch
/ design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks ...I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my
I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top... be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help! Edit: I...I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font
Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean best not in Graphics or Physics, but best in context of Behaviour, Messaging, etc. This question is the result of inspiration by another question Thank you!!!
Sorry for the ackward title, but i don't know what to call it exactly. I'm looking for code or libraries that allow easy creation of commonly used user input devices, and code/libs that make gaming controls easy to set up (i'm using SFML and Box2D at the moment) I don't want to re-invent things like buttons, arrows being placed wherever the mouse is located, and more game specific items... input to press buttons or drag objects in games has "Focuses" (like a textbox being able to gain focus and be typed in) Is compatable with SFML/Box2D and code for common game mechanics/controls
them to be attached to the node in most cases, even if I allow setting global lights to the scene. @Nicol: Yes that's what I'm trying to figure out. You can see the code doesn't rely on any hardware... the Diffuse color variation or making it store any value that can change but making it so random that I woulnd't know how to relate the data to the other frames, or need a complex system for it. That's why...well... I'm building the animation system of my game engine (the skeletal and skinned animation stuff), and I came to a point where I added so much functionality in the frame and node structures