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Best Language for Game Programming?

Name: Anonymous 2008-08-27 2:32

Sup.

I'm a total newb at programming, but I want to learn how to make my own games and stuff. Maybe aplications too.

What programming language and/or software should I use?
What should I learn first?

Inb4 be patient. I know it takes time to learn this stuff.

Thanks guys, I hope you can help me.

Name: Anonymous 2008-08-27 2:38

oh god you are going to get trolled so hard for that shit

Name: Anonymous 2008-08-27 2:39

Well, I least I tried asking.

Name: Anonymous 2008-08-27 2:40

*at least
goddamn.

Name: Anonymous 2008-08-27 2:52

>oh god you are going to be so disappointed

Name: Anonymous 2008-08-27 3:03

Doesn't matter what language, but do non-graphical games first.

Name: Anonymous 2008-08-27 3:26

((scheme))

Name: Anonymous 2008-08-27 3:42

>>5
fuck :(

Name: Anonymous 2008-08-27 3:46

>>6

Not OP, but I'm interested in this...
Can anyone give me some starting pointers where to go for resources about programming non-graphical games?
I'm learning C, currently preparing for my data structures and algorithms exam and this would be an interesting pastime.

Name: Anonymous 2008-08-27 3:52

0xDEADBEEF

Name: Anonymous 2008-08-27 4:40

The ABC Programming Language

Name: Anonymous 2008-08-27 5:19

>>9
Do you really need to read tutorials for how to write a guessing game, or hit the appropriate number key before a timer runs out?

Name: Anonymous 2008-08-27 10:01

You mean truly non-graphical games, or just non-pixel-or-vector-based graphical games?

If it's the former, a text-based adventure game which models a world made of cells which contain a textual description and hold objects which you can interact with (describe, get, put, use) would be a good exercise.

If it's the later, and you just don't want to deal with modern graphics but character-based graphics will do, write a Roguelike game. Google for many good ones as examples.

Name: Anonymous 2008-08-27 10:14

>>13

Text-based adventures are quite easy. Just plan the whole word ahead on paper and what the player can do with each object.

Roguelike games are more complicated. You need to decide and implement the combat system, monsters with stats, items and so on. Quite a lot of work to do.

Name: Anonymous 2008-08-27 10:17

>>14
world*

Name: Anonymous 2008-08-27 11:46

You don't actually have to program to make a visual novel or a text adventure (ref: IF, zcode, TADS).

Name: Anonymous 2008-08-27 11:47

>>16
DSLs are programming languages too.

Name: Anonymous 2008-08-27 13:46

Go to gamedev.net and its wiki. Plenty of info there but be prepare to be buttraped with your new overlords.

Name: Anonymous 2008-08-27 13:51

Suggestion (for real): make a sexual text adventure. I've seen few if any, yet I've seen hundreds of others, so it'd be more useful, original and have higher chances of getting people to use it if it were about sex.

Name: Anonymous 2008-08-27 14:06

>>19
Fappan gaems are supposed to be in Japanese. I don't think anyone would play a text adventure if it were in Japanese.

Name: Anonymous 2008-08-27 14:09

Write a "Choose Your Own Adventure".

Name: Anonymous 2008-08-27 14:49

>>20
He has the opportunity to make an English one.

>>21
Write a "Choose Your Own Sexual Adventure".
Fixed.

Name: Anonymous 2008-08-27 14:49

>>18
Same fag here, also, I recommend SDL instead of DirectX if you're going to add graphics. I found it a bit more simpler. Others might disagree with me, though. Just a suggestion.

Name: Anonymous 2008-08-27 15:07

xyzzy

OP, real suggestion: use a subset of Sepples with SDL and OpenGL. Simple and you won't have any troubles until your project grows to reasonable size.

Name: Anonymous 2008-08-27 15:09

>>23
Simpler is an understatement. DirectX is ENTERPRISE.

>>24
Don't listen to this man.

Name: Anonymous 2008-08-27 15:10

Just wanted you to know that SDL is horrible for audio. It's ok for a "Look Ma, I made a game," but if you require things like precise audio timing, it's going to be a major pain in the ass.

Name: Anonymous 2008-08-27 15:11

>>24
Sepples
Simple
you won't have any troubles

Name: Anonymous 2008-08-27 15:13

>>25,27
I said subset

Name: Anonymous 2008-08-27 15:45

>>24
Same fag here.

>>26
Hence the reason why I said just to add graphics. I had such a hard time messin' around with SDL's audio components and such.

Name: Anonymous 2008-08-27 16:20

>>28
A subset of no classes, instances, templates, references and standard library, maybe.

Name: Anonymous 2008-08-27 16:20

If you are only intrested in a basic level, try C# (or C++) + directX. Actually not too hard, even if it is enterprise-style. (ref : http://www.riemers.net/)

Name: Anonymous 2008-08-27 16:33

>>1
C++ is the only coding language you need to know if you're going to became a game programmer.

And don't take my word for it, go and look at any job application and you'll know what I'm talking about (all of them require C++).

Name: Anonymous 2008-08-27 16:39

>>32
I agree. Its just too fast for the other high-level languages to keep up. Good ol' C++ will still be around no matter how high these languages go. Poor assembly, you will be missed but thanks so much for the memories!

Name: Anonymous 2008-08-27 17:20

C++ hahahhahhahhahhhahhahahahahahahhahahhahahahahahahahhahahahahhaahahhaahahhahahahahahahahhahahahhahahahah

I typed that out

HAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHHHAHAHHHHAHAHHAH

(with a smirk on my face)

Also a text game lols?

Don't be a pussy and do a 3d mmorpg you faggot

Name: Anonymous 2008-08-27 17:30

>>34
Good luck with that. Geez. Why does everyone wanna make a MMORPG? They're just too hard and unrewarding to build.

Name: Anonymous 2008-08-27 17:47

Sepples gives you sepples
It sounds like a disease
It is a disease

Name: Anonymous 2008-08-27 18:20

>>35
It's a joke

Sepples is the best advice

Also I have no idea why you would ever want to make a mmorpg if you are a programmer.

Name: Anonymous 2008-08-27 19:51

Haskell. Gentle introduction to Haskell. http://haskell.org/tutorial/goodies.html

Name: Anonymous 2008-08-27 20:11

Perl is good.

Name: Anonymous 2008-08-27 20:15

>>38
yeah, use a toy language that no one has ever written anything longer than 60 lines in.

Name: Anonymous 2008-08-27 20:42

>>40
That's because 60 lines of Haskell is enough to write an OS and a desktop environment with 8 office suites.

Name: Anonymous 2008-08-27 21:40

>>40
http://en.wikipedia.org/wiki/LOLITA . It would have been worse if it was a purely C system.

Name: Anonymous 2008-08-28 5:27

All of you are wrong. He should write games in Brainfuck

Name: Anonymous 2009-03-06 6:55


With the Bourne shell   as the default   should ever be   called bloated Is.

Name: Anonymous 2009-03-06 13:17

The idea of repeatedly raising the adjacency   matrix to a   series of administration   tools for a   fact that if   long sequences without   whitespace break rendering   in Firefox and   Opera have the   bots connect to   them through network   protocols and routes.

Name: Anonymous 2010-11-28 6:25

Don't change these.
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