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  #1  
Old May 2nd, 2005, 01:18 PM
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Hiro_Antagonist Hiro_Antagonist is offline
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Default 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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  #2  
Old May 7th, 2005, 12:58 AM

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Default 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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  #3  
Old May 7th, 2005, 01:49 PM
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Hiro_Antagonist Hiro_Antagonist is offline
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Default 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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  #4  
Old May 8th, 2005, 12:26 AM

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Default Re: How did you go about making this?

Cool. Right now my goal is to create a 2player checkers or chess in c++ but playable through tcp/ip?
So for this I would need to learn
More C++
Directx
Would I have to learn anything aswell to make the game playable through a lobby/tcp ip?
Will learning more of C++ and DirectX explain how to tie in the graphics with the game to create a gui?
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  #5  
Old May 8th, 2005, 01:07 PM
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Hiro_Antagonist Hiro_Antagonist is offline
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Default Re: How did you go about making this?

With all due respect, there are much better places to be asking these questions than here. Your questions would be very fitting at http://www.gamedev.net/.

-Hiro_Antagonist
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  #6  
Old August 18th, 2005, 02:07 PM

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Default Re: How did you go about making this?

My biggest problem with C# and Direct3D is that they're not portable to any non-Microsoft platforms. We've got WinXP, Win2003, linux, and MacOSX in my house, and I'm always interested in making things cross-platform.

That's not everyone's cup of tea, of course. =)
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  #7  
Old August 20th, 2005, 06:32 PM

Psitticine Psitticine is offline
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Default Re: How did you go about making this?

Except for Win2003, that's the same mix we have here!
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