Re: [Audyssey] what's involved in making a game?
Hi John, Yeah, and I find that sausage and mushroom pizza works the best for coding Also have to wash that down with Blue Ribbon Turkey. Oh yeah and lots and lots of test playing. Below is a bit of test playing that I was doing yesterday. Mach 1 log for 02-16-2009 By Jim Kitchen Your time for 1 lap on the Maple Leaf Tri Oval Track is, 50 point 7 2 1seconds. Which sets a new record! The record was 0 point 0 0 0 seconds. By No One on 9 9 2009. Your time for 1 lap on the Maple Leaf Tri Oval Track is, 1 minute 27 point 2 4 9seconds. which is slower than the record, by, 36 point 5 2 8 seconds. The record is 50 point 7 2 1 seconds. By Jim on 2 16 2009. Your time for 1 lap on the Maple Leaf Tri Oval Track is, 50 point 6 4 4seconds. Which sets a new record! by, 0 point 0 7 7 seconds. The record was 50 point 7 2 1 seconds. By Jim on 2 16 2009. BFN Jim Blue Ribbon Turkey = A Pabst Blue Ribbon beer and a shot of Wild Turkey bourbon. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
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 or 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
To put it simply, do you create the rules, then make the outline, then fill in the blanks and modify them to follow the rules? --- If guns cause crime, pencils cause misspelled words. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, February 15, 2009 9:03 AM Subject: Re: [Audyssey] what's involved in making a game? 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 or 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
Hi Charles, That is as good an explanation as any I've heard for object oriented design. In a way creating the classses is like creating an outline of the program, organizing everything by type or relationship, and then filling in the blanks once you do that. Charles Rivard wrote: To put it simply, do you create the rules, then make the outline, then fill in the blanks and modify them to follow the rules? --- If guns cause crime, pencils cause misspelled words. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
Hi Stephen, Quote When making Mota, what was the very first thing you did? End quote I am afraid I'm not sure of what exactly you are asking. At face value to answer your question I started up Visual C# 2005, now Visual C# 2008, and created a new project folder, project build settings, etc for the MOTA project. The usual boring stuff anyone does when preparing to write a new program from scratch using Visual C#. Quote also, you know how the game uses an .exe file to run? well, what was the .exe file before it was compiled? End quote It is in a form we call source code. Simply put text files with hundreds, usually thousands, of programming specific commands that tell the program how to operate. There are several different programming languages C, C++, C#, Java, Python, Visual Basic, etc. Instead of a standard *.txt extention source files have an extention that is specific to the language. For example, C program source files have a *.C extention, Java source files have a *.java extention, C# source files have a *.cs extention, Visual Basic 2002 and above have a *.vb extention, etc. Anyway, what a compiler does is it takes all of your source files, text files with code in them, and compiles them into a *.exe file. At least usually. Not to confuse you but some languages such as tcl, Perl, and python are what we call runtime languages. That is a script style program that is started by running another program. For example, python hello.py would tell python to start my hello world program contained in hello.py. There are compilers for perl and python to make triditional *.exe programs, but the majority of perl/python programs are just source files that are started by running perl.exe or python.exe via the commandline. Then, there are your database programs like Orical, Mysql, Postgresql, that don't fall in either catagory. Basically, you speak to the database engine using a programming language known as sql and it carries out your instructions. Needless to say programming a database by hand is boring as watching paint dry and not worth talking about here. Though, most developers create some kind of front end program in Java, perl, php, python, C#, whatever that does all the complex work. HTH. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] what's involved in making a game?
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. At 08:20 p.m. 15/02/2009, you wrote: Hi Stephen, Quote When making Mota, what was the very first thing you did? End quote I am afraid I'm not sure of what exactly you are asking. At face value to answer your question I started up Visual C# 2005, now Visual C# 2008, and created a new project folder, project build settings, etc for the MOTA project. The usual boring stuff anyone does when preparing to write a new program from scratch using Visual C#. Quote also, you know how the game uses an .exe file to run? well, what was the .exe file before it was compiled? End quote It is in a form we call source code. Simply put text files with hundreds, usually thousands, of programming specific commands that tell the program how to operate. There are several different programming languages C, C++, C#, Java, Python, Visual Basic, etc. Instead of a standard *.txt extention source files have an extention that is specific to the language. For example, C program source files have a *.C extention, Java source files have a *.java extention, C# source files have a *.cs extention, Visual Basic 2002 and above have a *.vb extention, etc. Anyway, what a compiler does is it takes all of your source files, text files with code in them, and compiles them into a *.exe file. At least usually. Not to confuse you but some languages such as tcl, Perl, and python are what we call runtime languages. That is a script style program that is started by running another program. For example, python hello.py would tell python to start my hello world program contained in hello.py. There are compilers for perl and python to make triditional *.exe programs, but the majority of perl/python programs are just source files that are started by running perl.exe or python.exe via the commandline. Then, there are your database programs like Orical, Mysql, Postgresql, that don't fall in either catagory. Basically, you speak to the database engine using a programming language known as sql and it carries out your instructions. Needless to say programming a database by hand is boring as watching paint dry and not worth talking about here. Though, most developers create some kind of front end program in Java, perl, php, python, C#, whatever that does all the complex work. HTH. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.