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5 answers

hey man, you wanna do game programming aswell? lol ok well heres the basics. if your looking into animating a game try 3dsmax, if your looking to make a game in general then you need to knoe C++ programming or C# (C sharp). you can spend ages learning all that but try learning QBasic first. im still learning it and wanna develop games and so i started learning Qbasic. then get a program called darkbasic pro, buy it (or use craagle to find a crack for it) then program games and make them look professional with the most simple programming... eg

in QBasic you type in:
PRINT "hello world"

in C you type in (i think, still learning)
{
main()
printf "hello world/n"
main/n
}

or sumthing like that..


Qbasic is DOS programming for the old kind of windows and makes 16bit apps(crappy old stuff), DarkBasic uses the same programming language but made it so it can run on win32 (32bit apps) the thing can make games look really professional and good. all you need now is darkbasic and 3dsmax and you can make yourself a 5 star game.

the other thing about game design is you have to do alot of work for no money, just to gain exp. you mite not even make it to the big time unless you make free games and programs to use in a CV on a job app.

keep on working on it tho, if you keep going hard on it then some day you could be hitting millions of dollers for a couple of months work!


good luck, hit me up on how you do later on.

angry_teabag@hotmail.com

2007-01-20 14:42:54 · answer #1 · answered by no 1 1 · 1 0

No. Game programing requires outstanding higher math skills and a major in computer science. These long haired fun loving game writers you have seen interviewed on 20/20 and news programs like that all have a college degree in computer science. Once and a great while a young genius might pop up and write a spectacular game and he/she does not have a college education but that is very rare. You can either make a choice to write cheesy games (little or no education) that will earn you little to nothing money wise or go to college and learn to program games like Doom3 and make millions. Look up John Carmack (writer of the Quake 3 and Doom3 engine) on the net and read what he has had to go through.

2007-01-20 14:50:11 · answer #2 · answered by Shellback 6 · 0 0

Programming is not a easy thing that anyone can just teach you in one message, but it isn't hard compared to other professions.

1.Java is a good language for small games and applications programming.

2.C++ is a more hardcore language which is used for larger games.

3.A good beginning Programming language for you would be Python. Python is used in NASA, Major video games, and even the Google website is written in Python.

Your local Vocational or technical school would be a great place to learn programming. If your short on cash, those dummy books for these programs arent half bad.

2007-01-20 14:45:06 · answer #3 · answered by Andy 1 · 0 0

Yeah you may self educate your self this stuff yet pay attention it would want to get problematic before each and every thing yet dont challenge, you in user-friendly words gotta be affected man or woman. For making three-D fashions i might want to recommend both Maya or Blender (although blender is free). you may attempt to go searching on youtube reason there are some spectacular blender tutorials there.

2016-12-02 19:54:12 · answer #4 · answered by nastasi 4 · 0 0

I had a short book on rudimentary games out a few years ago but it's no longer available.

It was written for Quick and Power BASIC but also worked for Visual Basic to a degree.

The first thing is you need to be a decent graphic artist or have access to one to draw all your backgrounds.

You can take pictures of the real world, put them into a program like Photoshop and tweek them then save them. Sometimes dropping the color pallette down from 16.8 million to 256, 64 or even 16 bit color.

You can also draw the backgrounds on paper and scan them in or do them in something like PhotoShop or Illustrator.

This will get you into Raster mode. We're not even going to tackel 3 D or Vector mode and it requires a lot of programming and you have to draw on the fly.

The big tricks to game programming is designing your world to be animated.

This means floors and walls with tiles or divider lines so you can use 2, 3 or even 4 frames in which those lines move closer to the view so you can move through the scene. LIke in Doom.

It's about fooling the viewers eyes.

That would be for a first person you are the moving thing.

For a thrid party view it can be an overhead. Say a castle with small squares representing stones. The less work you can do the better.

Then you need objects to turn into blitters. Blitters have to be squares or rectangles. The person moving should be about the same size as one of the square stones on the "floor" If they are smaller or larger you have to color around them in the color of the floor.

You need to import the objects, like the swordsman and the objects of the game like bottles, chests, weapons.

These get imported in and saved as blitters in a rig you design to just grab the screen area of that person or thing. Then this gets saved to disk as part of the tool kit.

Then you import the backgrounds which have different slight changes, but regularly, reocurring patterns. Breaks in the castle exterior wall, torches mounted on that will. You need several views of the main "runway" that you are going to animate with, lets say 2 frames in which those squares move to the left or right half way. Then you need to put both of these into memory and when the user presss a key or uses the joy stick you go left or right and change the direction of the person moving, but the animated background keeps going from one to another with just a small variation in those squares to look like motion.

Then you need to draw the acting for sword fights and maybe flame when the enemy gets vanquised or they fall flat on the ground.

You can eventually go up and down as well. Just keep that background simple.

You can draw steps and have the action go up steps to. Just do two scenes of the steps with the lines for the steps changing just a hair.

Then it's swaping the two scenes in memory by simply calling up the image then the next image, then go back to the first.

Then you put your objects and swords person over it as a blitter that stays in say the center all the time.

The person needs to have sevearl drawings also to show left and right legs and arms swinging with the sword.

Then you need to devise a way to pick up the objects with a key or joy stick movement. Then they vanish and you put them on the side to show the player what they have.

Then you need to design GAME stragtegy. Where the game is going, what objects are needed, what demons or villins stand in the way, how much juice you lose in fights, how you restore your juice.

YOu generally pick the objects for power and sometimes they have to be found in a speficic order for the player to make it to the next level.

It's all about the Joy Stick or keyboard keys controling the blitters and animation action. And YOU decide how far they go in each direction before the program puts an object blitter on the ground to be picked up.

That's you're basic raster based game.

several background drawings at minimum, several blitters, an order, destination and obstacles that cause death.

Most of it is all those backgrounds, like I said, you need to be a graphic artist.

YOu can probably do this in Visual Basic or Visual C++

Posting scores and stuff is just rudimentary placement of text objects along hte sides or bottom.

The big thing is designing your own tool kit to import the BMP or JPG or GIF graphics, import and extract blitters and then save all of this to a tool kit folder.

Then you design the program and it pulls these out of the folder, puts them into memory.

Everything else is your keyboard keys or joystick controller, which makes things move by selecting which direction to go and making the backgrounds and bltiters change. There is also a time factor and position factor. You go off to the left for a certain amount of time and eventually find a bottle taht resotres your power or a sword or a bag of food. You may have to go back in the other direction to find other objects

Also demons and bad guys come out of nowhere based on time and movement.

The actually game itself if probably very little code. Most put and get graphics, but you must code it to select the right graphs and you must draw the right graphics to get the job done.

Then you keep track of time and life and power and score.

You put these on the sides or bottom for the player to see.

Same thing with a driving game. YOu need two backgrounds. With the dashed lines down the road in slightly different possitions and trees along the side of the road in different positoins and them you swap these out.

YOu can have other drawing for twists and turns and just re-use these.

In a driving game, however, you must keep track of the car on the road and if it goes off the road it Crashes and Burns.

So a road game is a little more complex.

STart with a simple background and a blitter or two and expermient with what you need to make that blitter go seamlessly across the background.

In BASIC this is simply PUT and GET graphics

PUT(object,X,Y)
PUT(object2,X,Y)
PUT(object,X+2,Y)

To make it move and keep changinge the X or Y positions.

2007-01-20 15:14:07 · answer #5 · answered by Anonymous · 0 0

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