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April 30th, 2005, 06:35 PM
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Corporal
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Join Date: Apr 2005
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How did you go about making this?
I am really interesting in making games smaller but similar to this, how did you go about making this?
Iv'e been studying C++ for about 2 months, and am yet to come learn on how to create a GUI. It has been mostly mathematical stuff.Should I study C++ on my own? is there something that explains how to make a GUI?
BTW ur game rocks!!!
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April 30th, 2005, 06:59 PM
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Major
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Re: How did you go about making this?
You can use any programming language you want to make just about anything, really.
Doing graphics is a lot harder. If you want to do plain vanilla Windows GUIs, then I'd reccomend learning Win32 programming, or WinForms on .NET. If you want to do games, get ready for a steep learning curve. OpenGL and DirectX are what you want to study (probably just DirectX, it is far better).
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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May 1st, 2005, 12:46 PM
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Corporal
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Re: How did you go about making this?
So I need to learn OpenGl and DirectX to do 2d graphics like this?
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May 2nd, 2005, 01:18 PM
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Second Lieutenant
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Location: Seattle, WA
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Re: How did you go about making this?
This game was made using DirectX and C# (.NET).
C# is a much easier language to learn and code in that C++, but it does come with some problems. However, if you're just starting out with coding, C# is a great language to learn... There are a huge number of C# jobs out there (at least around Seattle), and it is slowly becoming more and more viable for games.
We also use DirectX -- Specifically Direct3D for our graphics. I know this sounds strange, since it's only a 2D game, but Direct3D gives us access to more advanced graphics tricks like fluid scaling, rotation, alpha blending, etc. These graphics tricks are all very important for looking polished in this day and age.
To give you an idea of the order of magnitude of this project, I've been working on it full time for a year and a half, and I've had part-time attention from 4 other people for things like graphics, UI design, sound, and additional development. I would recommend starting on a very small and modest project that you don't plan on selling. This will give you a chance to learn, make custom API's for your coding style, and get an idea of what it would take for a larger project.
I hope that helps, and best of luck!
-Hiro_Antagonist
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Tiny Hero Game Studios
Makers of "Land of Legends"
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May 7th, 2005, 12:58 AM
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Corporal
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Re: How did you go about making this?
I was thinking randomly, could you have sold this game on your own?
Do something like:
Purchaser uses paypal to pay you X cash.
Keycode is sent to purchaser
purchaser types in keycode at your website which then allows him to download your game.
Keycode is removed from the list of keycodes that can be used to download games, and the list from which a keycode is given to the purchaser.
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May 7th, 2005, 01:49 PM
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Second Lieutenant
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Re: How did you go about making this?
Well sure, it's possible for me to have sold it on my own. In fact, lots of independant game developers do that. There are a hundred different ways to handle registration for this, and frankly, paypal is far from the best solution.
However, the vast majority of developers that try to sell games themselves (without working with a publisher or distributor) aren't successful. Working with Shrapnel offers me a huge number of benefits, and drastically improves the chances that this project will be a success for me and that I will be able to afford to work on more in the future.
-Hiro_Antagonist
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Tiny Hero Game Studios
Makers of "Land of Legends"
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