aah.
At 06:03 a.m. 16/02/2009, you wrote:
>Hi Shaun,
>
>Quote
>tom I think the first question should be what was the first thing you coded, 
>or the
>first part of the game minor or major did you do first, ie the menu, the 
>interface,
>etc.
>End quote
>
>Well, if you are starting a game from scratch you can't really jump in and 
>start programming menus etc. You have to program the more low level portions 
>of the game such as global variables, classes, objects, etc. You really can't 
>do anything until you have created the foundation classes that the 
>program/game runs on. You can't create player's, enemy monsters, or even menus 
>until you work on the classes that stores all the information for the game. 
>Let's explain this in
>English instead of techno speak.
>Most modern languages such as C#, Java, VB 2008, etdc are created using a 
>programming methodology called object oriented programming. Objecs are simply 
>people, places, and things that make up your game world. The main character is 
>an object, your weapons might be objects, all enemies might be objects, the 
>game world itself might be an object, the Window that your game plays in is an 
>object, etc. In other words you start with a simple idea, say a person, and 
>then you set about creating that object from the ground up. You can't just 
>create a game player character until you create its class which defines what a 
>character is. Your main character class might have variables/functions which 
>holds the character's location, health, direction facing, whatever. Once you 
>have created the class containing all of the character's essential features 
>then you can then create a new instance of that character called an object.  
>The object therefore is the character we want and its class describes o
r defines what that character is or can do.
>Bottom line, you have to start by defining what things are before you can 
>actually create them. I know this probably sounds more complicated than it 
>really is. In fact, object oriented programming is much easier, less 
>complicated, and more programmer friendly than older procedural languages. 
>There are lots and lots of reasons why object oriented programming is all 
>around better, and why object oriented style programming is much more common 
>today then procedural programming. Main reason is everything is arranged by 
>class and object type which allows you to work directly with concepts like a 
>game window, person, place, or thing rather than a bunch of variables and 
>functions tossed together in a source file that may or might not be related.
>HTH.
>
>
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