Game programming languages

Started by Toonces, May 09, 2013, 01:45:18 AM

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GDS_Starfury

well speaking of CC, I learned a lot about how a game works by modding that one.  once you start messing around with one part you see how it affects the rest and its a good learning tool.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


Bison

I still don't quite get your strong dislike of Panthers.  This is not a review comment.  I actually thought it was pretty decent beyond my complete inability to take out Panthers on a regular basis.

GDS_Starfury

after everything else thats been done with that series it was more of a half assed mod then a game people should spend money on.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


GJK

Drudging up this old topic again - I hadn't seen it before. 

I too would LOVE to do a "Game Assist Program" for Carrier.  Either a GAP where you play the game on the tabletop and then a program does all of the chart referencing and tracking for you(*) or even better, Carrier on the PC.

I bought this book:
http://www.amazon.com/Going-War-Creating-Computer-Games/dp/1598635662/ref=sr_1_1?ie=UTF8&qid=1380466352&sr=8-1&keywords=wargame+programming

And have a copy of Multimedia Fusion 2. 

http://www.clickteam.com/multimedia-fusion-2

It's fairly simple and I think that if I stuck with it, I could make some progress.

I realize that every "real" programmer is going to say not to use some proprietary programming GUI knock off if you're looking to make "real" games and I get that.  This might be good for doing something for just you or some friends.

(*) There is a "GAP" that was made years ago using QBasic I think.  grognard.com has the source code and if you can scrounge up a copy of QBasic, you can compile it.  It does have some coding errors in it however.  I've started to use this code and have tried to convert it to BlitzMax but have only gotten so far. Speaking of BlitzMax, that is the program that gameleaper is using for his WarTactical game.
Clip your freaking corners!
----------------------
Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

Toonces

I have that book as well.  I think MMF2 would work for a Carrier computer game.  However, I spent some time thinking about it and researching it, and I suppose that I came to the conclusion that if I'm going to invest the time to learn how to program I want to learn a program that is versatile enough to do multiple games if this goes anywhere.

But even before that, I feel like I need to get a better handle on how to structure a game program in the first place.  When I was a kid this stuff was second nature, writing GOSUB routines in BASIC on my Atari.  I've long since forgotten all of that!

Basically I'm finding myself in between college classes and I have some free time on my hands.  Learning to program is something I've wanted to do for a while now, so this is a good time to jump in and give it a try.

I'm not going to create the next Total War or Call of Duty game, I know that, but I do have some ideas for games that I'd like to play and I'd like to at least try to make something.
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs


GDS_Starfury

Im not lookin at your python.   :o

but I know someone who might shave it.  ::)
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


Toonces

Got my books today.  Man alive are they meaty.

I wonder if my attention span will last long enough to actually do anything, now that I have them.   ::)
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs

GDS_Starfury

dude.... listen to me.
find a game and apply what you read.  dry reading will blunt the creative process.
pick a game you like, not love, thats already been modded and dig into it.  take apart the tools and take apart the game and start messing around.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


Toonces

Dude, I've done modding before.  This isn't about modding.  It's about learning something new that I don't know how to do, but I've always wanted to do.  Stop harshing me brah.
"If you had a chance, right now, to go back in time and stop Hitler, wouldn't you do it?  I mean, I personally wouldn't stop him because I think he's awesome." - Eric Cartman

"Does a watch list mean you are being watched or is it a come on to Toonces?" - Biggs

GDS_Starfury

#25
I aint harshing ya, Im trying to help you.
what did you play around modding?
the hexidecimal shit made my eyes glaze over with the CC games.
milkshape and code did the same thing with Homeworld.
I got pretty far into both before I realized its best left to people with thicker glasses and no sex life.  ;)
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


GJK

My issue with learning programming is what Toonces hit upon; the span of attention that is needed.  I program dynamic websites by self-learning server side scripting.  I actually did that professionally for a while (dot com boom, anybody remember that??).  So learning programming languages isn't beyond me.  I've looked at Python, C++ and visual basic.  I've made a few simple things and I understand how to put those things together.  I get bogged down with the creative process; do I begin coding the UI first or build all the data tables and then build mini UI's that will take a random number, apply variables and constants and then have the result pulled from the data table?  Then do I start to put all of those little pieces together and makes calls in the routine that handle when those sub-routines are run?  I suspect yes, but that's where my attention span wanes.
Clip your freaking corners!
----------------------
Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

SgtRock

Quote from: GJK on October 03, 2013, 06:38:42 AM
My issue with learning programming is what Toonces hit upon; the span of attention that is needed.  I program dynamic websites by self-learning server side scripting.  I actually did that professionally for a while (dot com boom, anybody remember that??).  So learning programming languages isn't beyond me.  I've looked at Python, C++ and visual basic.  I've made a few simple things and I understand how to put those things together.  I get bogged down with the creative process; do I begin coding the UI first or build all the data tables and then build mini UI's that will take a random number, apply variables and constants and then have the result pulled from the data table?  Then do I start to put all of those little pieces together and makes calls in the routine that handle when those sub-routines are run?  I suspect yes, but that's where my attention span wanes.

Design first, then start with something simple like a creating a map and some kind of (thing/unit) to move around the map.

Go join some beginner game design forms.
You might want to look at some of the development tools for mobile apps (phones/tablets).




gameleaper

#28
Well I have been programing since 1980, and got my first home PC ZX81 in 1981. The most important things to look for in a language of process in which to do to produce a game are 1) transparency, without transparency your limited to rectangles as graphics, so PNG support would be great. 2) Rotation, you need to be able to rotate a none rectangle graphic. 3) collision, you need to detect a collision of a none rectangle rotated graphic. 4)size of compiled game 5)What extra files are needed to run the game

you wont need all 3 in boardgames, but just do some tests to find out if you can do these things, before you start programing. Also I would look for an easy language to learn AND easy to write, C++ is a pig for getting syntax wrong. there are benefits and drawbacks to every language, you plan your game and figure out what you need.

I use BlitzMax from blitzbasic.com , its the best I have ever come across, the only drawback is it cant scroll around a map you need to put hextiles instead. its a super basic and has Transparency, Rotatio, and collision, its cheap too compared to other ways to produce a game. The size of the finished game is very small perfect for distribution. no extra files needed to run your game(No .NET needed etc...) extra files can need extra copywrite so its not realy your game, blitzmax needs no extra files. Blitz is a superbasic which makes it the easiest for a new programmer to use.

I hope you get the bug to program, remember to test everything and backup before you run a test. It is hard work to program, but you do it in small blocks,looking at someones elses code looks complicated its what puts off most people, but it was built a bit at a time in easy chunks, so don't be put off

here is a simple game with source code, its old fashioned old skool, but I like these type of games. the programing is long winded , programing is a lot of copy pasteing so just look out for the interesting bits
http://www.mediafire.com/download/4dka6zx2d6566fx/TexTPrivateer.zip

Mr. Bigglesworth

I bored out of turbo pascal in HS. End. I have made a variety of systems in Excel, Access, SQL Server that ran the operations of companies bypassing their ERP systems. Nobody messes with success whatever the executives say should work. Here is the point:

Programming languages change like fashion in Paris. Focus on the core of how things work. You need the math model. You need the database. Make those parts how you understand the system to work then do the programming in whatever language seems to have a future at the time. If you learn the programming first by the time you have done the guts of the system you have to learn another.
"Once more unto the breach, dear friends, once more; "
- Shakespeare's Henry V, Act III, 1598