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So I've been working on learning game design through Java and I've kind of hit a wall. I did all The New Boston's tutorials on YouTube along with a few others and while I understand, or at least I think I understand, most of the basic concepts, I'm having trouble making my own projects from the ground up and implementing what I learned in the tutorials. I'm just trying to learn make simple ball games, or text-games for right now but I'm finding it difficult to get started (not motivation wise, more not sure what to do).
What would you guys/girls recommend I do to get better at working on my own projects? Alternatively, what would you recommend in general to learn more about game programming in java. Should I start with working in a game engine (something like Unity) or continue working from the ground up?
Dekabal on
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admanbunionize your workplaceSeattle, WARegistered Userregular
Generally what I do when I'm learning a new set of coding concepts is take the structure that I have from a tutorial and expand or change it. What I find if I try to start from the ground up is that I don't really grasp it as much as need to, given how precise coding is, and I get frustrated. If I start from an existing structure I can stumble my way through things and get a better understanding of them as I go.
Did the New Boston tutorials give you a core structure for a sprite+movement thing? If so, build off that.
Learning Unity is worthwhile, but don't do it assuming it will solve all your problems.
Simple advice I guess, but your first step isn't to learn game programming in Java, it's to learn programming in Java. You'd do well to look up general information on Java, especially if you're having trouble setting up a text-based game at this stage. The simpler the programs you start practising on, the easier it will be to add in new things without just copy/pasting in a bunch of code you don't understand.
In a more general sense, you need to break down your goal into it's components and figure out how to do each one. Say, a ball game might require a main program, and objects for the ball and obstacles or player controlled elements, as well as the control interface for the player, graphics, and maybe sounds if you want to go that far. You don't so much work on 'the game' as work on each piece and put them together.
Generally what I do when I'm learning a new set of coding concepts is take the structure that I have from a tutorial and expand or change it. What I find if I try to start from the ground up is that I don't really grasp it as much as need to, given how precise coding is, and I get frustrated. If I start from an existing structure I can stumble my way through things and get a better understanding of them as I go.
I agree with this sentiment. Most of my own programming ability came from expanding / backwards engineering tutorial code (way back with Gorillas in QBasic). Try expanding on what you already know... for example, if you know how to make a sprite move, try altering the way it moves. Instead of rolling, try bouncing. Add "terrains" that add / reduce friction or gravity.
I've had a lot of luck with asking myself "What if I wanted to do this?" then working through it. And of course, save what you did to build a library of functions that you can call upon later. It's a lot easier when you don't have to write a new function for bouncing every time and you can just pull up the one you already made. Eventually, coding will be more like piecing together legos than starting from scratch.
http://www.danreviewstheworld.com
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
Start with blackjack. Make the best damn text-based blackjack game you can. Then build on it (add card graphics, network play, different rulesets, etc).
Your goal is to learn, not to make a good game, so don't start with a unique game of your own design.
Thanks for the help. I think I'll just go back and try to work with that. On a related note, are there any good tutorials you guys would recommend?
Honestly, for learning Java, Sun's(Now Oracle's) own tutorials are pretty kick ass and free. http://docs.oracle.com/javase/tutorial/ I'm a full time Java developer and I still find myself heading there first whenever I need to pick up something new. If you are looking for something more game focused, the book "Killer Game Programming in Java" is a decent place to start.
I will tell you however, that most games today are written in a compiled language such as C++. However, one area where Java games are VERY big right now is on Android. I would definitely recommend looking into Android development somewhere down the road if this really interests you.
Malgaras on
0
amateurhourOne day I'll be professionalhourThe woods somewhere in TennesseeRegistered Userregular
Start with blackjack. Make the best damn text-based blackjack game you can. Then build on it (add card graphics, network play, different rulesets, etc).
Your goal is to learn, not to make a good game, so don't start with a unique game of your own design.
This is great advice. I took two years of C++ programming in college and this was the MO for the class. I made text blackjack and then worked on incorporating graphics, etc.
Posts
Did the New Boston tutorials give you a core structure for a sprite+movement thing? If so, build off that.
Learning Unity is worthwhile, but don't do it assuming it will solve all your problems.
In a more general sense, you need to break down your goal into it's components and figure out how to do each one. Say, a ball game might require a main program, and objects for the ball and obstacles or player controlled elements, as well as the control interface for the player, graphics, and maybe sounds if you want to go that far. You don't so much work on 'the game' as work on each piece and put them together.
I agree with this sentiment. Most of my own programming ability came from expanding / backwards engineering tutorial code (way back with Gorillas in QBasic). Try expanding on what you already know... for example, if you know how to make a sprite move, try altering the way it moves. Instead of rolling, try bouncing. Add "terrains" that add / reduce friction or gravity.
I've had a lot of luck with asking myself "What if I wanted to do this?" then working through it. And of course, save what you did to build a library of functions that you can call upon later. It's a lot easier when you don't have to write a new function for bouncing every time and you can just pull up the one you already made. Eventually, coding will be more like piecing together legos than starting from scratch.
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
Your goal is to learn, not to make a good game, so don't start with a unique game of your own design.
Honestly, for learning Java, Sun's(Now Oracle's) own tutorials are pretty kick ass and free. http://docs.oracle.com/javase/tutorial/ I'm a full time Java developer and I still find myself heading there first whenever I need to pick up something new. If you are looking for something more game focused, the book "Killer Game Programming in Java" is a decent place to start.
I will tell you however, that most games today are written in a compiled language such as C++. However, one area where Java games are VERY big right now is on Android. I would definitely recommend looking into Android development somewhere down the road if this really interests you.
This is great advice. I took two years of C++ programming in college and this was the MO for the class. I made text blackjack and then worked on incorporating graphics, etc.