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Author Topic: Making my own video game: Where to start?  (Read 37709 times)

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Offline Land Whale

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Making my own video game: Where to start?
« on: April 11, 2007, 01:47:30 pm »
I would like to thank Derek & Alec for not only making Aquaria, but proving that the little guys can make it.

That said, how would I make my own video game? I don't have a computer degree, and I've dropped out of college, where can I start?

I want to start small first. I want to make a 2D game that's a throwback to the ol' days, like Raiden or Sonic The Hedgehog. Maybe later, if I build my rep with the small games I make, I hope to move on to bigger games in the near future.

Are there any software or engines that I can start with to make my first games? Torque from Garage Games looks tempting, but are there any alternatives?

 

Offline Alec

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Re: Making my own video game: Where to start?
« Reply #1 on: April 11, 2007, 02:23:11 pm »
Its hard to recommend one place to start... There's some pretty good short summaries on this TIGForums thread about various options for now.

Offline PHeMoX

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Re: Making my own video game: Where to start?
« Reply #2 on: April 19, 2007, 02:45:09 am »
Are there any software or engines that I can start with to make my first games? Torque from Garage Games looks tempting, but are there any alternatives?

For a 2D game Torque isn't really suited. You'd be better off with software like Clickteam's Gamesfactory 2 or their Multimedia Fusion software.  http://www.clickteam.com/eng/index.php 

I'm going to assume you have zero experience with programming too, so you'll need to learn a lot before anything you make will look or play good. If you're not good at making art, you will have to learn this too. The problem is, the smaller the team, the higher your qualities must be to accomplish anything. It's not a bad idea trying to find a team you can join, get some experience and figure out what part you like most and focus on that.

It's a long way from zero to something and you're first dozen 'somethings' will be pretty bad. I don't want to be pessimistic, but it's the truth, it's not as easy as it looks, but with enough willpower and a bit of talent anything is possible.
"Fun is never superfluous."

Offline FoolStudio

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Re: Making my own video game: Where to start?
« Reply #3 on: August 05, 2007, 01:34:07 am »
It cost' money, but if you can buy it and learn how to use it, try Dark or Blitz BASIC.
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Offline Toom

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Re: Making my own video game: Where to start?
« Reply #4 on: August 05, 2007, 01:58:58 pm »
Seconded on the Clickteam stuff - if you just want to jump straight in and start making fun, straightforward 2D games, it's a good place to start. It's limited, but very intuitive.

Offline emphyrio

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Re: Making my own video game: Where to start?
« Reply #5 on: September 19, 2007, 02:23:18 pm »
For 2d games you may want to look at fenix:

http://fenix.divsite.net/index.php?opcion=1&lang=en

It supports a wide range of platforms (windows, osx , linux) and is fairly easy to program with.
There's a guy on the gp32x forums who's getting some great results with it.

 
« Last Edit: September 19, 2007, 02:43:18 pm by emphyrio »

Offline Tom Brouws

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Re: Making my own video game: Where to start?
« Reply #6 on: December 22, 2007, 08:42:25 pm »
Sorry for bumping this topic but I'm struggling with the same problem:  Where do I start?
I already have a (very) basic understanding of BASIC languages and some scripting languages.
The main problem is, I'm really terrible at making art, does anyone want to give me some directions?
For example, which programs can I use best? Do I need a painting tablet? With what kind of art should I start?

Thanks in advance,
Tom Brouws

Offline JamLamb

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Re: Making my own video game: Where to start?
« Reply #7 on: December 24, 2007, 09:51:02 am »
I would also like to add to the qustions! I hope this pertains to the topic.

I am very curious as to how the team coordinated making such a game over the internet. I've heard it and seen it done before with great results! I know big companies do it all the time. But what kind of organization does it take to make a collaborative team effort, even if you never see each other in person?

Also would you say it's best to start with story or gameplay ideas?

 :) Thank you!

Offline Toom

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Re: Making my own video game: Where to start?
« Reply #8 on: December 24, 2007, 01:27:15 pm »
Sorry for bumping this topic but I'm struggling with the same problem:  Where do I start?
I already have a (very) basic understanding of BASIC languages and some scripting languages.
The main problem is, I'm really terrible at making art, does anyone want to give me some directions?
For example, which programs can I use best? Do I need a painting tablet? With what kind of art should I start?

Thanks in advance,
Tom Brouws

Don't worry about graphics when you're starting out; if you can differentiate one object from another, you're basically alright. You don't need a tablet or Photoshop or any of that kit, any more than you need canvas or gouache or sable brushes to make art. What you do need to do is practice. There is no magic Not Suck button, just lots and lots of drawing. If you just want to make art for your games, well, pixel art is a good place to start; it's easy to render with a mouse and you can do it in virtually any paint program. There's a decent Pixel Art 101 over on Derek's blog, and more if you have a wee Google search.

Offline Citrus

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Re: Making my own video game: Where to start?
« Reply #9 on: December 24, 2007, 03:04:00 pm »
I used to play around with the Clickteam tools. Great fun, even though I made but one complete game in about... 7 years. You can literally get things moving on the screen in seconds. And you can get a basic playable game running in minutes. Takes some learning, as with everything. There is no programming as in written code, instead you use a strange GUI-based logical system of events and actions. It is pretty intuitive, the commands you lay down read in generally jargon-free natural language. Has a nice picture editor too, great for pixel art. Actually I don't know what the new one is like... I'd recommend it to any non-programmer, just remember it's Windows only. I'm not sure what the demo is like, could give that a try.

If you know a bit of C/C++ and want a nice graphics/input/sound/etc lib, I (with all the authority of one who's been fiddling with it for a few hours...) recommend using Simple DirectMedia Layer. I'm using/learning it right now. It's pretty easy to get stuff up and on the screen. It's cross-platform too, and somehow works with a bunch of other languages like Java (and Haskell lol?). And it's free. There are some excellent tutorials online, like this one that tells beginners step-by-step what to do to. Certainly helped me.

And pixel art is super cool, everyone should do it.  MSpaint is good enough. GraphicsGale is a better power tool, specifically geared toward pixelage. Right-click for colour grab is love.

Offline DragonXVI

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Re: Making my own video game: Where to start?
« Reply #10 on: December 24, 2007, 03:55:23 pm »
EDIT: Gah, just noticed you were interested in Sonic the Hedgehog style games.  If that's the case, I'd heartily reccommend:

http://sfghq.emulationzone.org/

Sonic Fangames HQ - Basically a big load of sprites, games, tutorials etc all making use of Clickteam (And other) game creation methods based around Sonic the Hedgehog.  T'was where I started :D (THat and STOS Text Adventures but that hardly counts)

Depends on how complicated you want to go:

If you're up for making 2D games with a kind of Drag-and-Drop sort of deal, various things I can recommend are anything from Clickteam (There's plenty of sites with various templates, examples etc available), you could try progging simple games in Flash (Like half the internet :p Occasionally a decent attempt does show up), Dark Basic and Torque are possibilities, but if you want to release anything with Torque you'll be handing over monies.

Failing that, You can go the coding route - C/C#/C++ and what have you.  Ideally? I'd recommend a book (Which are often pricey).  Failing a book, the Internet is a close second if you know where to find tutorials.  GameDev's a good site for all round articles on game making, though many of them are a bit advanced.

There''s thousands of engines out there, many are free to use with limited licensing, one I've used is OGRE, which is geared towards 3D but can also manage 2D with no problems... Failing that you could just mess around in OpenGL until everything works (nehe.gamedev.com is a good place to start with that)

I second Clickteam's stuff is great for PIxel Art & Animation.  Simplest editor ever but works fine and allows sprite animation to easily be classified (Stopped, Walking, Running, Jumping etc). Coding is done by scripting simple conditions with simple menus (if Bullet collides with Man, Destroy Man, Create Explosion, add 500 points etc.)

With Story? Sure you can read through various sites and what not on how to right a good story but often the best tract is simply to read lots of books, comics, stories, short or otherwise.  Play games, see how the story progresses, how characters are introduced, how dialogue is written etc.) Also, try writing your own :) THe tricky part is avoid directly copying anything that comes before, but make no mistake chances are you'll probably subconsciously borrow from your favourite stories and that's more or less ok - Just make sure your version still comes across as fresh.

Gameplay comes into a thousand and one different categories.  Obviously, don't make a FPS :p Aquaria takes the best elements from Castlevania/Metroid and Ecco the Dolphin and blends them expertly, and that's often where the best games shine.  Take elements you loved from your favourite games and combine them, but don't go insane.  If you *do* want to come up with something truely original you're in for a harder time (We're talking a "define your own genre"  here) - My advice is to do what many games in the Indie field do: Go back to retro concepts that made gaming simple, fun and addictive and try your own hand at it. 2d PLatformers and Scrolling Shoot-em-ups are quite popular these days :D

If all else fails, go back even further and do what everyone's doing these days and remake Snake, Asteroids or Pong :P
« Last Edit: December 24, 2007, 06:35:57 pm by DragonXVI »
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Offline Toom

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Re: Making my own video game: Where to start?
« Reply #11 on: December 25, 2007, 09:14:35 am »
There's obviously a lot of high-quality Flash games around these days, but I have to say, after a decade of Clickteam products, I cannot get my head around Flash's scripting language. This is entirely my fault - as soon as anything that looks like Actual Code enters my perception my brain shuts down entirely.

Offline mugodz

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Re: Making my own video game: Where to start?
« Reply #12 on: December 25, 2007, 11:51:35 am »
Flash is easier than it looks. You can learn it well enough in one our two month's practice. I started it with minimal knowledge in programming, and got quite fine within a year, then AS3 came out, and I have to start over again :)

Offline IceD

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Re: Making my own video game: Where to start?
« Reply #13 on: December 25, 2007, 02:40:58 pm »
Flash is easier than it looks. You can learn it well enough in one our two month's practice. I started it with minimal knowledge in programming, and got quite fine within a year, then AS3 came out, and I have to start over again :)

Flash is a great technology, but when it comes into games - you won't create anything good with flash. Flash is nice to understand the basics of game cration - action script is quite intuitive but also well messed up so it takes some time for begginers to understand anything. I won't doubt there are lots of great productions made with flash, but there has to be a reminder, that flash was mainly created as an interactive web and animation technology.

Don't also waste the cash on good programming books - they are good, but to far expensive (as the writers would preasume, that everyone who read it will become a good game programmer/creator and earn a lot of cash), and the bad thing about them is that they teach you how to understand games in forms of clear, mathematic and intelectual way. The other thing is they are also very unclear in the ways of game crating and doesn't teach anything practical. I don't say books are needless at this point, but it's way much better to play different games and go deeper to understand what technics weere used to create them, than read philosophical treatises on how to create them.

The best way now to create a game is by starting with simple applications, like mmf or other clikcteam tool, or by starting to learn a programming language like C++ (the best one, nearly all games are written in it nowadays). It's damn hard, but nobody said game crating is only based on happy freelance creating. Game creation is tears, hours of time spent beside the screen and lots of sacrifices. It's hard to become an indie game creator - mostly because it's connected with working alone or in a small group of people so there's also a big need of other skills. Most of indie creators are the former computer scene creators - they are good graphicans, trackers, programmers with lot's of knowledge about different workstations and programs. Though, everybody has to start from somewhere. I believe the best way to create a game (if you started this thread it means you're in love with that - you were playing the games as far as you can remember and want to become on from them, show something from yourself to the world. You should know what games are and what the most successive games have) is to start with simple projects! Go and try make a pong remake with multimedia fusion. Try to understand the programs you will use to create games. Try to add something innovative. Most game developers have years of practice, creating different, various titles but all of them started from scratch. Try to raise  a bit your drawing abilities - you will mostly need it, as the graphics are mostly 50% of a game. You will propably need also sound and music, but don't forget - the game engine is the most important part of it. Most of great games contain many innovations, have simple and intuitive controlling and intersting game story (yes, you have to be also a good writer). But for the God's sake - don't try to  copy anything from modern games - they have mostly beatufiul art, graphics music and sound but lack a good storyline and this make's them flat. It's better to look at older titles - in days past, the computers had limited capabilities, games were created by small groyps of people and because he graphic and sound veren't that good, they mostly focused on storyline and ways of getting the player involved into the game world. As for the beggining, start from a simple project, write down everything you think about your project - storyline, background, characters, enemies, power-ups, important facts. And most important - never, ever give up your work. Most of games die in this stage. If you're through with that, you will have an opportunity...

Hope this helps, good luck with your projects!  ;)

Offline Sfiera

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Re: Making my own video game: Where to start?
« Reply #14 on: December 25, 2007, 04:03:23 pm »
...or by starting to learn a programming language like C++ (the best one, nearly all games are written in it nowadays)...

I would actually recommend against C++ as a first language. It's a tricky one to use right, and the performance gain over using a more friendly scripting language are probably going to be negligible for your first few programming projects. If you learn another one, most of the tricks are going to carry over fine, and you can figure out pointers and templates then.

If you're looking to learn a programming language, I'd suggest Python; the extension PyGame seems to be fairly popular for making simple games. You could also learn some of the tricks by modding Aquaria with lua; I don't know of any specific game libraries designed around lua, but it's often embedded as a scripting language in games.

Don't think I dislike C++; it's my language of choice and I'm currently over 2000 lines into a project written in it. But it was my first language, and I didn't really understand how to use it properly until ~5 years later.