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Title: Game Design/Programming


Emotionless-Geek - August 11, 2009 09:40 PM (GMT)
I would like to get into Indie Games, only im not sure what programming language i should use.

Im not sure if C++ is better than C# or if there is any difference at all. Theres also the possibility of Python or maybe even Flash.

If i could i would like to build the game from scratch, i have checked a few tutorials but none of them are able to answer my question. Which ultimately is how do you build the games engine from scratch and make it so the sprites and the background do what you want them to do.

I have no intention of using premade programs outside of Flash (GamerMaker, RPGmaker, etc.)

I have looked into XNA, microsofts indie game maker, but there is no guarantee that your games will make it onto the console (Xbox 360) Not to mention the games that most people are able to make dont have much graphic flair

Also, this one is a little out there so i understand if no one can answer it, are there any companies that can take the games you make and put them onto proffessional CDroms/DVDroms and do the packaging as well so that you may sell your games. If not is there a way to do all of this yourself

VirusZero - August 11, 2009 11:41 PM (GMT)
If I recall right, C is the basis of C++ and the only major difference is that C++ uses classes. (Which is like a heiarchy for coding...)

So if you were going to use C/C++ for building a game, I'd recommend that you use C++ as the classes can be quite useful. (Such as if you create a specific part to summon enemies on the highest level, then you can call that code on lower levels of the code to spawn an enemy at a specific time.)

As for complexity... C++ is pretty complex and if you make a mistake it can have devastating results. C/C++ incororates memory and file system tools, which means that you can literally destroy your computer if you code something improperly. (Essentially turning your game into a virus.)

I have never used Python, but I have heard that Python can understand/use C++ inside itself... so if you were going to use Python, it'd still be a good idea to get basically familiar with C++ anyway.


Well, building a game from scratch isn't as simple as:
- build engine
- plunk in sprites/images
- attach sounds
- done.

I've no idea how to use C++ to build games, but I do know that to do it in Flash you, most of the time, need to add the code as you develop the game. So that means as you import objects or draw them in, that's when you add the code for it. Otherwise it means an insane amount of going back and making tweaks. (Which you'll have to do some of that already to ensure things are running smoothly.)


As far as the post development, there are some larger companies that will package them... (EA is one I believe.) But I think before you worry too much about the distribution aspect that you should focus on making a good game first. As no larger devloper/publisher will distribute a poorly made indie game.

I would caution you now... Game development is tough and it takes a lot of time to do properly. And you WILL spend a huge amount of time testing and ensuring that your game works as you envision it.

Emotionless-Geek - August 12, 2009 07:04 PM (GMT)
I have nothing but time my friend.

I just remembered that EA does do that. Ha thanks for that. Im going to go read up a little on EA and how they make indie games work.

I know that building a great game takes time and alot of it, and i have no disillusion of being able to crank something out in a matter of days. Thanks for the insight viruszero

Neoaptt - August 22, 2009 11:58 PM (GMT)
Viro i will disagree this once.

You do do that. Even halo does that. The only diffrence it the type of sprite and things.

The coding and stuff hast to do with the engine itself.

VirusZero - August 23, 2009 06:06 AM (GMT)
I'm not saying you can't build the engine first then plunk stuff in... But
I am saying there is often more to it than just that. Building an engine is a LOT of work. You have to have a very good idea of everything you need it to do before you start putting things into it. Because once you start putting things together you really can't make changes to the engine without risking the entire game collapsing. (One altered line of code can have devastating results... Especially if that line of code has to be referenced multiple times. And things get much, much worse the more alterations you make.)

And often times when they're building an engine, the programmers and graphic designers will work together to get things in proper order for the engine so that when it comes time to build the game, it'll do everything that they need it to do.

And let's not forget that game programming is quite different from building programs... Games need to run continuously whether they get input from the user or not. And because of this continued running it creates a phenominal amount of room for problems. (Imagine a code with an error being executed 60 times a second. Or worse, multiple errors occuring at the cpu's clock speed.)

Though for a rough idea of how complex a game like Halo is... it has between 500,000 and 750,000 lines of code. Imagine combing through all that for one little mistake.
Games on the 360 and PS3... Well, you're looking at multiple million lines of code. I fear what the next generation of console's programmers will have to face.





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