ok so I want to code my own RTS game like Starcraft or AoE or some other ancient 2D RTS.
I know C/C++ (although I suck at understanding OOP so I will basically just code it in C). And I have a lot of coding experience at making random shit but have never successfully finished a decent project (mostly from lack of patience but also I suck at structuring my programs correctly so they eventually become hard to manage).
So, how do I learned to stop sucking and figure out how to code something like this properly?
And I have a lot of coding experience at making random shit
No silly, you have zero coding experience. Enjoy your unemployment.
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Anonymous2009-04-25 18:35
>>1
If you're going to "basically" code in C, just code in C. Safer to forget you ever heard of anything called Sepples.
With that said, don't write something like this in C. It will just be a headache you don't need.
Also start with a simple prototype that exhibits one facet of the desired behaviour, such as little guys that can be instructed to walk to a place or shoot.
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Anonymous2009-04-25 19:07
What the hell is Sepples.
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Anonymous2009-04-25 19:08
>>5 Safer to forget you ever heard of anything called Sepples. >>6 What the hell is Sepples. Exactly.
>>1
OK, you've picked one of the hardest genres to start off with if you're unfamiliar with OOP. You really want to learn C++(also how to program from the sound of things) for this project and I mean learn well, while you can code the entire game in C you'll have a hard time. Also, you're going to need to understand OOP, and embrace it.
You don't have any programming experience, never completing a project is like saying "I have lots of sexual experience by getting to second base, then I lose interest as the girl gets too hard to manage". You need to complete entire projects!
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Anonymous2009-04-25 23:50
>>5 prototyping
what this faggot said. also, use oop (for the prototyping). do and understand as many related tutorials as you can find, and by the time you are through you will have a lot of base components that should be very apparently and readily adaptable into game components. then prototype like >>5 said, with simple cool things (mouse input, units moving, whatever you feel like at the moment and goes towards the end goal). and then eventually you have the product.
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Anonymous2009-04-27 20:11
>>12
Alright, where can I find OOP tutorials that will help me understand structuring my programs properly & using OOP?
>>22
You fucked up referencing, you forgot the [spoiler] tags, and you denounced a perfectly valid use of a perfectly valid meme, all in defense of a Sepples faggot.
The problem here is not >>9,14.