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Main => Software Forum => Topic started by: eds1275 on February 14, 2015, 01:47:39 pm

Title: Beginning game programming course
Post by: eds1275 on February 14, 2015, 01:47:39 pm
There's a course on game programming being offered on Coursera, which is a free education site in case you aren't in the know. Here's the link:
https://www.coursera.org/course/gameprogramming (https://www.coursera.org/course/gameprogramming)
The way it works is you get your course materials at the beginning of the week, then work on them in your own time. At the end of the week they do a "peer review" which basically means your work gets critiqued by another student and you critique someone else. So there's no real interaction with the teacher, however it has been in my experience a rewarding way to learn. I have done 12 or so coursera courses for my own benefit, on everything from guitar playing to music production.

A few other BYOACers are taking it as well. I figured we could use this thread to discuss the course stuff if need be, as well as discuss other game making related things such as engines, 3d modelling etc etc.
Title: Re: Beginning game programming course
Post by: JDFan on February 14, 2015, 02:08:09 pm
Looks interesting but not sure about having the time to follow the 12 week schedule but might give it a go. :dunno
Title: Re: Beginning game programming course
Post by: Generic Eric on February 14, 2015, 03:51:32 pm
Well, I'm already reading the ebook.  I went to the authors website.  The course link is jacked up for now.  It'll probably be back by the time everything starts.  If you want to read the book, you can download  it a chapter at a time.

There are a couple of youtube videos referencing him.
Title: Re: Beginning game programming course
Post by: Slippyblade on February 14, 2015, 03:59:01 pm
I'd be all over this except that I'm spending a week camping end of this month.  Well, not quite camping...

http://m.youtube.com/watch?v=N-Qcfrkpxyk (http://m.youtube.com/watch?v=N-Qcfrkpxyk)
Title: Re: Beginning game programming course
Post by: eds1275 on February 14, 2015, 05:35:00 pm
Looks interesting but not sure about having the time to follow the 12 week schedule but might give it a go. :dunno

Well there's no obligation to do anything or complete. I personally take great joy in it, especially since I am a beginner at any type of programming. I mean, for the ramp and roll game, being able to have the mouse/trackball move the ball was an amazing feat. Every time I code something that works, it sort of blows my mind!
Title: Re: Beginning game programming course
Post by: yotsuya on February 14, 2015, 06:48:05 pm
Looks interesting but not sure about having the time to follow the 12 week schedule but might give it a go. :dunno

Well there's no obligation to do anything or complete. I personally take great joy in it, especially since I am a beginner at any type of programming. I mean, for the ramp and roll game, being able to have the mouse/trackball move the ball was an amazing feat. Every time I code something that works, it sort of blows my mind!
Same here.  I love learning new stuff
Title: Re: Beginning game programming course
Post by: RoyalScam on February 15, 2015, 12:12:36 am
OK, I'm in. I decided if some of my online friends are in, I should be as well.  I mean, what the hell, youse guys is ok and it's fer free.  It's my hope that you'll all shame me into sticking with it and actually completing the course.  I need motivation, or ridicule, that's where I work best.  BTW I've never done the eBook thing.  I have a PC Phone and tablet, do I have to choose which device to use exclusively for the book or will the book be available on all three devices?  BTW I'm really looking forward to this!  Should we all have a good experience in this, I'd be open to joining some other classes with all of you in the future.  I think we'd go pretty far.

Regards,
Scam
Title: Re: Beginning game programming course
Post by: eds1275 on February 15, 2015, 01:53:12 am
I have a few games in progress that I've just started. One is similar to Ramp & Roll (though a little more advanced), in that it is a trackball game that I think will fit in nicely with World Class Bowling and Golden Tee Golf. It's lawn darts, and is tentatively called Head's Up! I think it will push my programming skills enough that it will be hard but not impossible.

The other one is in collaboration with my friend's 12 or 13 year old son. He wrote a "creepy pasta" which I had no clue about. Basically an online short horror story. Which makes me wonder why they don't just call it a short horror story. Anyways, it's pretty good. About a mad scientist who brought his dead daughter back as a hungry and intelligent zombie. It's a first person game where you run around a mansion hunting for clues, and have to find pills to calm the voices in your head and find batteries to keep the flashlight going. We had a few talks where basically I shot down all his really cool ideas because they are just so far out of reach. I'm trying to limit my involvement on this one, it's not my story, not really my project... but I will help out with the basics of modelling and I will likely do all the audio.

Both of them are really in the baby stages so nothing to really show yet.

Anyone else have any ideas for games? The C# in this course really will help with Unity, even if the course is more about XNA Studio. If you are into Unity the learn section of their website has recently been churning out some awsome lessons.
Title: Re: Beginning game programming course
Post by: SavannahLion on February 15, 2015, 12:43:41 pm
It's a first person game where you run around a mansion hunting for clues, and have to find pills to calm the voices in your head and find batteries to keep the flashlight going.

That's actually a pretty cool idea. There's a pretty cool article that offers a couple of ideas in the same vein. He can do what he wants but I think the article brings up a good point about the "Sanity" feature in Eternal Darkness that might bump the creep factor up.

edit: oops forgot the link: http://www.gamefaqs.com/gamecube/913957-eternal-darkness-sanitys-requiem/reviews/review-149248 (http://www.gamefaqs.com/gamecube/913957-eternal-darkness-sanitys-requiem/reviews/review-149248)
Title: Re: Beginning game programming course
Post by: JDFan on February 15, 2015, 01:14:09 pm
Looks interesting but not sure about having the time to follow the 12 week schedule but might give it a go. :dunno

Well there's no obligation to do anything or complete. I personally take great joy in it, especially since I am a beginner at any type of programming. I mean, for the ramp and roll game, being able to have the mouse/trackball move the ball was an amazing feat. Every time I code something that works, it sort of blows my mind!

OK - Signed up and will start reading the book should be interesting as I haven't done any programming since Borland Turbo C back in the 80's.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 15, 2015, 01:33:14 pm
I don't have any many ideas that aren't  the basic brawlers, or "Run Right to Live" games. 

To start, I'd  be happy to be able make something that fit into an arcade cabinet.
Title: Re: Beginning game programming course
Post by: eds1275 on February 15, 2015, 01:41:04 pm
That's actually a pretty cool idea. There's a pretty cool article that offers a couple of ideas in the same vein. He can do what he wants but I think the article brings up a good point about the "Sanity" feature in Eternal Darkness that might bump the creep factor up.

Yeah, I think the most we are capable of doing is making the camera go a little more fish eye the crazier he becomes, and turning up the volume of the crazy voices spinning around his head. Once he loses it, it'll be game over. We don't have the know how to do much more than that, but I think it'll be just enough to add a little something to the game, since there is very little to it already and no enemies.
Title: Re: Beginning game programming course
Post by: yotsuya on February 15, 2015, 01:51:05 pm
I want to make a custom Galaga-type space shooter with levels/sectors like Moon Patrol.
Title: Re: Beginning game programming course
Post by: Slippyblade on February 15, 2015, 01:53:12 pm
I want to make a custom Galaga-type space shooter with levels/sectors like Moon Patrol.

That'd be cool.  I am a progression junky and loved that Moon Patrol had a "destination" of sorts even though it effectively looped.  That's one of the reasons I like Blasteroids, actually.  There's a journey, not just a score.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 15, 2015, 02:19:17 pm
I want to make a custom Galaga-type space shooter with levels/sectors like Moon Patrol.

That'd be cool.  I am a progression junky and loved that Moon Patrol had a "destination" of sorts even though it effectively looped.  That's one of the reasons I like Blasteroids, actually.  There's a journey, not just a score.
---steaming pile of meadow muffin---.  That is a much cooler idea than I had.

I wanted to make moon patrol look like metal slug.  I think there mechs & tanks looked cool.  I'd also like to have scrolling background.

I was thinking about instead of just having powerups in a shump, what about resources that allowed to build up your ship, shields or weapons. But that it just happened automatically.  In the h-shump, Jets and Guns, you can purchase upgrades, but it drops you so far out of the game flow, it's not that fun I'd look to avoid that.
Title: Re: Beginning game programming course
Post by: yotsuya on February 15, 2015, 02:23:32 pm
That's a cool idea, Eric.

My daughter named my vertical cocktail "Digital World", so I envision a game where you start in space, and the goal is to land your ship on a landing bay in the  city. 3/4 of the game would be in space, the rest over the city.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 15, 2015, 02:41:11 pm
That's a cool idea, Eric.

My daughter named my vertical cocktail "Digital World", so I envision a game where you start in space, and the goal is to land your ship on a landing bay in the  city. 3/4 of the game would be in space, the rest over the city.

Do you control your descent through different atmospheres? 

It could be cool to travel though space, fly through a planets deep space network of probes and space stations, an asteroid belt or 2.  If the player is skilled enough, they can begin their descent to the surface.

Probably not what you had in mind, but I'd but a quarter in that anyhow.
Title: Re: Beginning game programming course
Post by: yotsuya on February 15, 2015, 03:12:20 pm
I was envisioning something like that, maybe even a change in perspective.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 15, 2015, 03:42:44 pm
The world needs more trackball games.  I'm thinking about another idea.  Shock & Drop Ship Troopers.  Onscreen gauges, or real gauges are  monitored to stabilize the character.  I think it might cool to minlipuate some dials and switches to stabilize.  Then, I know I started with trackballs, but if you controlled a force feedback stick to land, that could be cool.   I imagine  the last part visualized by alining circles concentricly.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 15, 2015, 10:54:09 pm
Quote from: Stackers

Vertical oriented monitor. 
Challenge :  Stack plates, maintain balance.
Control: Unique, an analog plate, as in a dish, that you held by the rim to keep steady.

Title: Re: Beginning game programming course
Post by: SavannahLion on February 16, 2015, 03:53:22 am
That's actually a pretty cool idea. There's a pretty cool article that offers a couple of ideas in the same vein. He can do what he wants but I think the article brings up a good point about the "Sanity" feature in Eternal Darkness that might bump the creep factor up.

Yeah, I think the most we are capable of doing is making the camera go a little more fish eye the crazier he becomes, and turning up the volume of the crazy voices spinning around his head. Once he loses it, it'll be game over. We don't have the know how to do much more than that, but I think it'll be just enough to add a little something to the game, since there is very little to it already and no enemies.

I understand but if he's twelve and he has something simple put together like that, I'd want to encourage his brain to keep making more games.
Title: Re: Beginning game programming course
Post by: eds1275 on February 16, 2015, 12:20:58 pm
If he was my kid, I'd be all over that. But that's more dad territory. I'll help him finish a basic version and after that he can go all ape ---steaming pile of meadow muffin--- on it if he wants. But since I'm involved, I'd like to have a finished project instead of a neverending one.
Title: Re: Beginning game programming course
Post by: Vigo on February 16, 2015, 02:13:49 pm
Eh, I'll give it a go.

So whose paper can I copy off of?  >:D
Title: Re: Beginning game programming course
Post by: Generic Eric on February 16, 2015, 02:44:10 pm
Eh, I'll give it a go.

So whose paper can I copy off of?  >:D
Ghostbusters brawler with underwater levels and starring the female cast,  but they have to save the original cast.  Egon is the first unlockable character, he is obviously  a ghost.
Title: Re: Beginning game programming course
Post by: Vigo on February 16, 2015, 03:18:24 pm
Eh, I'll give it a go.

So whose paper can I copy off of?  >:D
Ghostbusters brawler with underwater levels and starring the female cast,  but they have to save the original cast.  Egon is the first unlockable character, he is obviously  a ghost.

 :lol So much  >:D >:D in that post.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 16, 2015, 03:21:06 pm
Eh, I'll give it a go.

So whose paper can I copy off of?  >:D
Ghostbusters brawler with underwater levels and starring the female cast,  but they have to save the original cast.  Egon is the first unlockable character, he is obviously  a ghost.

 :lol So much  >:D >:D in that post.
I think if you worked on a project like that it could help you work out your fellings.
Title: Re: Beginning game programming course
Post by: Vigo on February 16, 2015, 03:26:02 pm
I think if you worked on a project like that it could help you work out your fellings.

It probably would be pretty darn therapeutic. I just don't know if I would be willing to drop my Snack's n Steve Urkel game to put on the urkelcade.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 16, 2015, 03:29:10 pm
I think if you worked on a project like that it could help you work out your fellings.

It probably would be pretty darn therapeutic. I just don't know if I would be willing to drop my Snack's n Steve Urkel game to put on the urkelcade.
All things in their time.  Probably need to let the movie come out to properly lampoon it anyhow.
Title: Re: Beginning game programming course
Post by: Vigo on February 16, 2015, 03:51:01 pm
Yeah, to be honest...I got too many ideas for a game. I've tried video game creation programs in the past, and have dropped a number of game ideas. I am hoping that doing a 12 week course dealy, combined with having some of you guys in the same fray might be the motivation I need to finally make and complete something.
Title: Re: Beginning game programming course
Post by: yotsuya on February 16, 2015, 04:15:13 pm
Yeah, to be honest...I got too many ideas for a game. I've tried video game creation programs in the past, and have dropped a number of game ideas. I am hoping that doing a 12 week course dealy, combined with having some of you guys in the same fray might be the motivation I need to finally make and complete something.
Same here. I'm hoping this provides focus.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 16, 2015, 04:30:08 pm
A couple of weeks ago I found some notes that were based on frogger.

Anyway, I think the easiest way to ease in is to use concepts we are familiar with. It'd be easy to get wrapped up in an over ambitious idea, but I think a brawler is a straightforward concept.

It's worth mentioning the book is almost 800 pages according to amazon.  11 percent into the book, the first "game" involves flipping cards. So don't expect halo 7 from this course. *shrug*

*autocorrect is a tramp*
Title: Re: Beginning game programming course
Post by: thatpurplestuff on February 16, 2015, 05:08:33 pm
Just enrolled.  I've had a few ideas rolling around in my head but I've been wanting to move away from AS2 (the only language I am familiar with).  Hopefully life doesn't get in the way of me completing the course!
Title: Re: Beginning game programming course
Post by: eds1275 on February 16, 2015, 06:00:57 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.
Title: Re: Beginning game programming course
Post by: yotsuya on February 16, 2015, 07:52:07 pm
I downloaded the software they recommended. Can't wait to start!
Title: Re: Beginning game programming course
Post by: Generic Eric on February 16, 2015, 09:45:06 pm
Quote from: Frogger
I found my notes for frogger.  They are written on the bottom of an xkcd comic.

Crashes gave the players bonus points.  I had drawn a mini van, cement mixer, tanks and various vehicles.

Quote from: Galaga 2012
On the back was Galaga 2012.  I think it would be neat to represent the different consellations and nebulas.  This would be done with a deeper color palette of course.  Or just a background pic.  I also wrote a note about  having the space station rotate for gravity.  Another cool idea could be to have space related trivia during the warp between levels
Title: Re: Beginning game programming course
Post by: shponglefan on February 16, 2015, 10:53:57 pm
Just signed up for it.  Right now I've got Visual Studio Express 2013 and Monogame 3, instead of the listed requirements.  They're newer, but I'm hoping will still work... backwards compatibility and all that.
Title: Re: Beginning game programming course
Post by: melvinbates on February 17, 2015, 08:39:51 am
This sounds like fun.  I'll see you all in class...
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 11:49:08 am
It'd be easy to get wrapped up in an over ambitious idea

So is no one else posting ideas?  You don't have to say you like my idea, but please if you feel like its ---smurfing--- ridiculous, than say so.


If a person liked H-shumps, they could use the "every starship to scale"  that has been floating around.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 12:23:46 pm
Are we going to have a safe zone here to talk about ideas?  Group PM or a secret squirrel secret forum?  I'd like a quiet place with no outward eyes.
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 12:33:34 pm
Given this place's propensity with feature creep and idea man syndrome (actually, all gaming sites I've ever been on), I would recommend a Group PM.
Title: Re: Beginning game programming course
Post by: eds1275 on February 17, 2015, 01:07:58 pm
I like the ideas I've seen here. I do think though that it wouldn't hurt to take a step back and consider what you think you are capable of. I mean, we are all capable of just about anything. But if you start with a massive project that is your masterpiece from the beginning, what are the chances it's going to get done? In regards to secrecy, I'm indifferent. If someone steals my ideas, then they better execute them better than I can!
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 01:15:40 pm
I like the ideas I've seen here. I do think though that it wouldn't hurt to take a step back and consider what you think you are capable of. I mean, we are all capable of just about anything. But if you start with a massive project that is your masterpiece from the beginning, what are the chances it's going to get done? In regards to secrecy, I'm indifferent. If someone steals my ideas, then they better execute them better than I can!
word. Pong first.

I don't want to presuppose the course work either.  I was hoping to see other ideas too.  I didn't share my big ideas anyway.   
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 01:47:21 pm
Downloaded software.  Will install this evening.
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 01:58:32 pm
I'm not concerned about ideas being stolen as I am about bloat being added.

Anyway, anyone have any recommendations about design documents?
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 02:07:21 pm
To answer my own question, I found this:

http://www.runawaystudios.com/articles/chris_taylor_gdd.asp (http://www.runawaystudios.com/articles/chris_taylor_gdd.asp)

The Word.doc seems pretty sound, it might be fun to fill them out and trade them with each other for feedback.
Title: Re: Beginning game programming course
Post by: Admiral688 on February 17, 2015, 02:14:04 pm
Hmm..... Have some free time so I might give this a whirl.... I like the idea about more trackball games.... Perhaps an advanced missile command.
Title: Re: Beginning game programming course
Post by: eds1275 on February 17, 2015, 02:21:26 pm
That is neat. I will try to fill it out today or tomorrow!

I had some time this morning and began doing some 3d modelling for my lawn darts trackball game. This one is a step up from my Ramp and Roll Skeeball game, hopefully in graphics but also in features. Gotta challenge myself, y'know???

(https://scontent-sea.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10532535_10155189362935246_1723043414024626526_n.jpg?oh=cf37ad3ad8358545b38de527572b3aac&oe=5585AA0D)

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/p843x403/1796771_10155189431585246_3172672696939672872_o.jpg)

In R&R, (if you haven't played it, you should!) after you make a shot there are voices that heckle you similar to Shuffleshot. I want to do that again so I am going to have a picnic table full of spectators, and after a shot the camera will turn to face them. Other things I want to implement: random level select when you begin a game. This will basically just select one of a number of locations for the scoring rings. Audio - it's easy enough for me to get a nice quiet backyard sound. Maybe a lawn mower going in the background, etc. Throwing angle... this is hard for me to wrap my head around. There are two ways I can do it, one easy and one hard... the easy way is to toggle between some set angles. High, low etc. The hard way is a user definable angle. I don't know how I'd go about doing that. Something to think about...
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 02:24:32 pm
That's cool, my friend.

Mine is going to be a low rez 80s style game. I just downloaded a picture of the Galaga ship and redrew it 1:1 pixels. That helped me wrap my head around the design shape of the ship in my game.
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 02:31:24 pm
Does anyone here remember this toy? The Milton Bradley Starbird Avenger...

(http://www.bugeyedmonster.com/toys/starbird/starbird/blowup/starbird.jpg)

I had one of these as a kid and loved it  (yeah, but did I freaking take care of it? Nooooooooooooooooo). Anyway, I'm using it as the model for my protagonist ship...

Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 02:43:59 pm
Does anyone here remember this toy? The Milton Bradley Starbird Avenger...

(http://www.bugeyedmonster.com/toys/starbird/starbird/blowup/starbird.jpg)

I had one of these as a kid and loved it  (yeah, but did I freaking take care of it? Nooooooooooooooooo). Anyway, I'm using it as the model for my protagonist ship...

I had one of those as well and loved it.  Didn't the engine sound change based on the direction the nose was pointed?
Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 02:45:12 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.

Is the peer review bit optional?  I'm interested in auditing the course and don't want to leave another fellow student in the lurch who is expecting a peer review.
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 02:47:04 pm
I had one of those as well and loved it.  Didn't the engine sound change based on the direction the nose was pointed?

YES!!!!

http://youtu.be/ORtzJ3gZ5ho (http://youtu.be/ORtzJ3gZ5ho)
Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 02:51:01 pm
I had one of those as well and loved it.  Didn't the engine sound change based on the direction the nose was pointed?

YES!!!!

http://youtu.be/ORtzJ3gZ5ho (http://youtu.be/ORtzJ3gZ5ho)

I hadn't thought about that ship in years.  I played the hell out of it.   Great idea for your game. :cheers:
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 03:14:05 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.

Is the peer review bit optional?  I'm interested in auditing the course and don't want to leave another fellow student in the lurch who is expecting a peer review.
I think you might have been bitten by autocorrect.  You want to audit, but you are worried about not auditing enough?
 
Title: Re: Beginning game programming course
Post by: Admiral688 on February 17, 2015, 03:22:17 pm
Does anyone here remember this toy? The Milton Bradley Starbird Avenger...

(http://www.bugeyedmonster.com/toys/starbird/starbird/blowup/starbird.jpg)

I had one of these as a kid and loved it  (yeah, but did I freaking take care of it? Nooooooooooooooooo). Anyway, I'm using it as the model for my protagonist ship...
That must have been one of my favorite toys when I was growing up.
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 03:22:55 pm
Does anyone here remember this toy? The Milton Bradley Starbird Avenger...

(http://www.bugeyedmonster.com/toys/starbird/starbird/blowup/starbird.jpg)

I had one of these as a kid and loved it  (yeah, but did I freaking take care of it? Nooooooooooooooooo). Anyway, I'm using it as the model for my protagonist ship...
That must have been one of my favorite toys when I was growing up.

Me too. Must. Resist. Ebay. Urges...
Title: Re: Beginning game programming course
Post by: Admiral688 on February 17, 2015, 03:26:09 pm
Does anyone here remember this toy? The Milton Bradley Starbird Avenger...

(http://www.bugeyedmonster.com/toys/starbird/starbird/blowup/starbird.jpg)

I had one of these as a kid and loved it  (yeah, but did I freaking take care of it? Nooooooooooooooooo). Anyway, I'm using it as the model for my protagonist ship...
That must have been one of my favorite toys when I was growing up.

Me too. Must. Resist. Ebay. Urges...
I don't think mine looked that nice after some use.... In my universe it probably wound up on tatooine as spare parts..... Although I still have a tote full of star wars figures and stuff packed in the basement somewhere.
Title: Re: Beginning game programming course
Post by: eds1275 on February 17, 2015, 03:28:16 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.

Is the peer review bit optional?  I'm interested in auditing the course and don't want to leave another fellow student in the lurch who is expecting a peer review.

If you don't do the peer review you don't get graded. If you don't care about the grade then it doesn't matter you can still learn regardless but if you care about the number then it doesn't matter.
Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 03:36:02 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.

Is the peer review bit optional?  I'm interested in auditing the course and don't want to leave another fellow student in the lurch who is expecting a peer review.

If you don't do the peer review you don't get graded. If you don't care about the grade then it doesn't matter you can still learn regardless but if you care about the number then it doesn't matter.

Perfect. Thanks!
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 04:22:58 pm
Hopefully life doesn't get in the way of me completing the course!

Even if you don't complete the course, it's a good idea to always download all the course materials at the beginning of every week. Then the only thing you would miss out on is the peer review bit.

Is the peer review bit optional?  I'm interested in auditing the course and don't want to leave another fellow student in the lurch who is expecting a peer review.

If you don't do the peer review you don't get graded. If you don't care about the grade then it doesn't matter you can still learn regardless but if you care about the number then it doesn't matter.
Don't stress over the review.  You are less than likely to have to worry about someone saying "WP34's game is janky."

Last years session included examples of peer review as such:
http://youtu.be/kvJlQhv3W10 (http://youtu.be/kvJlQhv3W10)
Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 04:26:22 pm
I'm signed up.    :cheers:
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 04:30:30 pm
I'm signed up.    :cheers:

(http://school.discoveryeducation.com/clipart/images/classpix.gif)
Title: Re: Beginning game programming course
Post by: lordnacho on February 17, 2015, 05:02:26 pm
I just joined.  I use C# for web dev at work, but have always wanted to look into XNA

I always wanted to make a clone of Star Control, the multi player part. 
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 05:13:55 pm
I'm signed up.    :cheers:

(http://school.discoveryeducation.com/clipart/images/classpix.gif)
(http://i.imgur.com/OktByml.png)
Title: Re: Beginning game programming course
Post by: eds1275 on February 17, 2015, 05:45:10 pm
Thanks for putting me at the back. Makes me feel tall!
Title: Re: Beginning game programming course
Post by: lordnacho on February 17, 2015, 05:59:24 pm
Hah nice.  But how did you get a hold of more pics of me?  Stalker!!!
Title: Re: Beginning game programming course
Post by: shponglefan on February 17, 2015, 06:37:55 pm
Hey, I'm the teacher!  (and I have boobs! ;D )
Title: Re: Beginning game programming course
Post by: shponglefan on February 17, 2015, 06:55:17 pm
In regards to secrecy, I'm indifferent. If someone steals my ideas, then they better execute them better than I can!

If anyone is worried about protecting their ideas, a quick search of either existing or in-development games will probably quash that.  There are so many games out there that any idea anyone comes up with has either been done or someone is currently working on it.

Like you say, it's really about the execution.
Title: Re: Beginning game programming course
Post by: melvinbates on February 17, 2015, 07:49:45 pm
I'm just hoping to get an idea for a game.  So all you that have more ideas than time, I'd be happy to take one off your hands.  ;D
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 07:56:44 pm
I'm just hoping to get an idea for a game.  So all you that have more ideas than time, I'd be happy to take one off your hands.  ;D
You can have any of mine. 


In regards to secrecy, I'm indifferent. If someone steals my ideas, then they better execute them better than I can!

If anyone is worried about protecting their ideas, a quick search of either existing or in-development games will probably quash that.  There are so many games out there that any idea anyone comes up with has either been done or someone is currently working on it.

Like you say, it's really about the execution.
I thought about Ghostbusters some more then I hit the internet.   It turns out the Ghostbusters have already met the Teenage Mutant Ninja Turtles.
Title: Re: Beginning game programming course
Post by: eds1275 on February 17, 2015, 08:05:16 pm
But have The Ghostbusters met The Real Ghostbusters?
Title: Re: Beginning game programming course
Post by: Generic Eric on February 17, 2015, 08:09:04 pm
But have The Ghostbusters met The Real Ghostbusters?
Gotta save something for the sequel.
Title: Re: Beginning game programming course
Post by: lordnacho on February 17, 2015, 08:11:09 pm
I thought about Ghostbusters some more then I hit the internet.   It turns out the Ghostbusters have already met the Teenage Mutant Ninja Turtles.
Just read this comic to the kids.  Could have been so much better. 
Title: Re: Beginning game programming course
Post by: shponglefan on February 17, 2015, 08:29:59 pm
Here are a few game items of mine.  Most of these are from when I originally tried making games in my youth.

Open World Space Trader w/ 2D Shmup Graphics + Combat  - I was thinking a crossover between Elite, a bullet hell shooter, and Asteroids.  In particular, I want the Asteroids style control to allow for strafing type shots.

2D Tactical RTS based on Aliens  - This is a tactical RTS based on the Aliens movie.  The idea is you have a squad of colonial marines and have to investigate and clear out infested colonies.  A big game mechanic involves line-of-sight; you can only see what your squad can see.  Since the levels are mostly tight interiors with lots of corridors, you need to maneuver your squad to maximize your situational awareness and avoid being taken by surprise.  Back in the day I actually built an engine for this, but never got past the basic prototype.

2D Street Hockey Game - I played a lot of street hockey when I was younger and wanted to make a game based on that.  It would be 2-on-2 with a single goalie/net.  Teams would switch between offense and defense based on whoever was carrying the ball into the offensive zone.  One feature would be the ability to use a tennis ball versus an orange ball, and have different physics result.  Again, built a basic prototype complete with ball physics, but never got around to programming a goalie...

Text-based Hacking Game - You know those scenes in movies and TV where people are hacking or counter-hacking and they are madly typing away like crazy?  I always thought that would make for an interesting game mechanic.  Most of the game would just be standard text commands.  But every once in awhile there would be a timed hacking scenario, forcing the player to type very quickly.  And I figure there might even be a way to work in typing in random gibberish as quickly as possible (i.e. flooding the opponent with nonsensical data to slow down an attack or something).

Anyway, these are some of my ideas.  Not all that original, especially these days, but stuff I dabbled with before and may again...
Title: Re: Beginning game programming course
Post by: yotsuya on February 17, 2015, 08:34:47 pm
Great ideas. I think I'd play any one of those.
Title: Re: Beginning game programming course
Post by: wp34 on February 17, 2015, 08:51:02 pm
Ha ha!

I'm signed up.    :cheers:

(http://school.discoveryeducation.com/clipart/images/classpix.gif)
Title: Re: Beginning game programming course
Post by: Vigo on February 17, 2015, 10:34:16 pm
Here are a few game items of mine.  Most of these are from when I originally tried making games in my youth.

Open World Space Trader w/ 2D Shmup Graphics + Combat  - I was thinking a crossover between Elite, a bullet hell shooter, and Asteroids.  In particular, I want the Asteroids style control to allow for strafing type shots.

If you are looking for that game, (either for inspiration or for a fun game to play), try out the escape velocity series, particularly EV Nova. I think that game is exactly what you are describing.

(http://www.hardcoregaming101.net/escapevelocity/ev3-2.jpg)

Text-based Hacking Game - You know those scenes in movies and TV where people are hacking or counter-hacking and they are madly typing away like crazy?  I always thought that would make for an interesting game mechanic.  Most of the game would just be standard text commands.  But every once in awhile there would be a timed hacking scenario, forcing the player to type very quickly.  And I figure there might even be a way to work in typing in random gibberish as quickly as possible (i.e. flooding the opponent with nonsensical data to slow down an attack or something).

Check out Hacker for the commodore 64.  :cheers:

HACKER - 1985 Video Game by Activision for Commodore 64 Computer (http://www.youtube.com/watch?v=JAS-3QY8yzQ#ws)
Title: Re: Beginning game programming course
Post by: Vigo on February 17, 2015, 10:43:03 pm
In High school, we had our science teacher out on an extended leave, and we had a tech teacher fill out our semester. We ended up taking a semester making our own video game in class using some utility I can't remember. My game was one of the only ones that mecahnically was a completed and working game. It was called Super Bean Puzzle, and it was pretty much an Adventure of Lolo clone. The only other games that my classmates were able to finish no problems was a frogger style game and a maze style game.

Just a few theme ideas for people thinking K.I.S.S.
Title: Re: Beginning game programming course
Post by: shponglefan on February 18, 2015, 12:05:13 pm
Just a heads up for anyone who might be using Monogame instead of XNA 4.0; I've already run into an issue.  For whatever reason, exclusive fullscreen support under DirectX and OpenGL does not work in Monogame.  It's apparently been an issue since 2011, and appears to be being worked in 2014.  But the latest stable Monogame (April 2014) doesn't support it.

The workaround is to use borderless windowed fullscreen mode.

I don't know what this course will cover, but based on my experience with Monogame so far, I'd probably just go with VS Express 2010 + XNA 4.
Title: Re: Beginning game programming course
Post by: shponglefan on February 18, 2015, 12:08:28 pm
Here are a few game items of mine.  Most of these are from when I originally tried making games in my youth.

Open World Space Trader w/ 2D Shmup Graphics + Combat  - I was thinking a crossover between Elite, a bullet hell shooter, and Asteroids.  In particular, I want the Asteroids style control to allow for strafing type shots.

If you are looking for that game, (either for inspiration or for a fun game to play), try out the escape velocity series, particularly EV Nova. I think that game is exactly what you are describing.

Cool, hadn't heard of that specific game series before so I'll check it out!

But I'm under no allusions that my ideas are in any way unique.  I recently started combing through indie 2D space games and was amazed at the sheer number and combinations of different game types and genres.  Apparently a lot of people are combining shmup-esque games with other mechanics like open world exploration/4X/RPGs/etc.
Title: Re: Beginning game programming course
Post by: shponglefan on February 18, 2015, 12:10:23 pm
In High school, we had our science teacher out on an extended leave, and we had a tech teacher fill out our semester. We ended up taking a semester making our own video game in class using some utility I can't remember. My game was one of the only ones that mecahnically was a completed and working game. It was called Super Bean Puzzle, and it was pretty much an Adventure of Lolo clone. The only other games that my classmates were able to finish no problems was a frogger style game and a maze style game.

Just a few theme ideas for people thinking K.I.S.S.

Good advice.  One thing I remember from programming games many moons ago was that often times things took far longer than anticipated.  So when designing game scope, the best thing is to cut it down to the bare minimum, build a working game from that, then progressively add to it.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 18, 2015, 12:14:00 pm
Here are a few game items of mine.  Most of these are from when I originally tried making games in my youth.

Open World Space Trader w/ 2D Shmup Graphics + Combat  - I was thinking a crossover between Elite, a bullet hell shooter, and Asteroids.  In particular, I want the Asteroids style control to allow for strafing type shots.

If you are looking for that game, (either for inspiration or for a fun game to play), try out the escape velocity series, particularly EV Nova. I think that game is exactly what you are describing.

Cool, hadn't heard of that specific game series before so I'll check it out!

But I'm under no allusions that my ideas are in any way unique.  I recently started combing through indie 2D space games and was amazed at the sheer number and combinations of different game types and genres.  Apparently a lot of people are combining shmup-esque games with other mechanics like open world exploration/4X/RPGs/etc.
I had to look up 4x, so for the benefit of others:
|4X games (That is, Xpand, Xplore, Xploit and Xterminate) like Civilization, Sins of a Solar Empire, and other top Strategy games| (http://gamedev.stackexchange.com/questions/6639/successful-elements-to-a-4x-game)
Title: Re: Beginning game programming course
Post by: Vigo on February 18, 2015, 12:37:20 pm
Cool, hadn't heard of that specific game series before so I'll check it out!

But I'm under no allusions that my ideas are in any way unique.  I recently started combing through indie 2D space games and was amazed at the sheer number and combinations of different game types and genres.  Apparently a lot of people are combining shmup-esque games with other mechanics like open world exploration/4X/RPGs/etc.

Yeah, EV games are pretty awesome in the sense that it is an open ended choose your own destiny game where you can be a trader,
a pirate, join a number of races or factions, then layered on a 2d space shooter game. And yep, you can do strafe shots. Just build up inertia turn to the side and blast away. The early games were mac only but EV Nova is mac and windows. One of my favorite game series.


And actually, I thought your games sounded pretty darn original, unique and refreshing. Quite to my taste in games as well. I would love them all. I just happened to know an indie space game that fit the bill, and an obscure commodore title that your hacker game stoked memories for me.  :cheers:
Title: Re: Beginning game programming course
Post by: Vigo on February 18, 2015, 12:41:28 pm
I had to look up 4x, so for the benefit of others:
|4X games (That is, Xpand, Xplore, Xploit and Xterminate) like Civilization, Sins of a Solar Empire, and other top Strategy games| (http://gamedev.stackexchange.com/questions/6639/successful-elements-to-a-4x-game)

I've never heard the term 4X either. I always just called them RTS/TBS games. (Real Time Strategy, Turn Based Strategy)
Title: Re: Beginning game programming course
Post by: JDFan on February 18, 2015, 04:33:59 pm
Just got an E-mail that the course work is posted if anyone wants to get started early !
Title: Re: Beginning game programming course
Post by: Generic Eric on February 18, 2015, 05:37:00 pm
Well, here is to hoping burning teddy bears is a clone of robotron.
Title: Re: Beginning game programming course
Post by: eds1275 on February 18, 2015, 06:44:25 pm
Pro Tip! For shorter shots, swing softer!

Wait this isn't Golden Tee! Those pro tips send my wife into a rage!

I generally do one of two things on my online courses. One, when I'm super into it, I sit in my music studio with my multiple monitor setup and watch on one screen and work in the other. Or two, I load the lectures up on the browser on my xbox, and work on a laptop in my living room.
Title: Re: Beginning game programming course
Post by: 05SRT4 on February 18, 2015, 10:57:54 pm
Ohh snap, just signed up.

eds1275 - Thanks for sharing this!!
Title: Re: Beginning game programming course
Post by: lordnacho on February 19, 2015, 03:22:23 pm
Watched some of the videos.  Just curious why he doesn't wear pants. 
Title: Re: Beginning game programming course
Post by: JDFan on February 19, 2015, 03:39:40 pm
Watched some of the videos.  Just curious why he doesn't wear pants.

Maybe he'll have an in lecture quiz for that ??  :laugh2:
Title: Re: Beginning game programming course
Post by: eds1275 on February 19, 2015, 03:49:35 pm
He's very uncomfortable. He makes me uncomfortable. His jokes are terrible. I'm hooked.
Title: Re: Beginning game programming course
Post by: JDFan on February 19, 2015, 05:09:59 pm
He's very uncomfortable. He makes me uncomfortable. His jokes are terrible. I'm hooked.

+1 --- I pretty much wound up watching them all last night. should be an interesting 12 weeks.

Then took a look at the first assignment and  :dizzy:  didn't realize we'd be starting with physics problems  :cry: ( At least he gave us the needed equations instead of assuming we'd remember them !)

Wound up not being that hard of an assignment - though did run into a couple things (ie. assigning a float variable to the gravity constant - took a few minutes to find out what F syntax was that the compiler was complaining about when assigning the 9.8 value to it.  :angry: Luckily had already installed the local help files when setting up the environment)
Title: Re: Beginning game programming course
Post by: eds1275 on February 19, 2015, 06:40:58 pm
f, as in for float? I haven't got there yet but likely will today or tomorrow.
Title: Re: Beginning game programming course
Post by: melvinbates on February 19, 2015, 06:56:51 pm
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;
Title: Re: Beginning game programming course
Post by: lordnacho on February 19, 2015, 08:01:06 pm
He gave a very opinionated comment about the var keyword, saying that's only for scripting languages.  It's worth looking up that there are people who disagree.  It has it's purposes, which I think he should have touched on.
Title: Re: Beginning game programming course
Post by: JDFan on February 19, 2015, 09:23:05 pm
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

^this -- though it would be const float GRAVITY = 9.8f; ( since he wants constants to use Capitalization when naming and GRAVITY should be a constant.)
Title: Re: Beginning game programming course
Post by: melvinbates on February 19, 2015, 09:27:54 pm
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

^this -- though it would be const float GRAVITY = 9.8f; ( since he wants constants to use Capitalization when naming and GRAVITY should be a constant.)

Good call.
Title: Re: Beginning game programming course
Post by: RoyalScam on February 20, 2015, 09:37:19 am
Cheaters!  You could've called "spoilers"! I'm only just now downloading Visual C# and XNA and you people are already discussing physics, syntax, and the efficacy of the var keyword.  Well, I don't know what any of that means, but I do know that my company has that SQL thing and I just installed it along with a hundred other things in the  C# express thingy.  Forget games, I'm goin' for the Superman III hack.  I hope they don't read my posts.

Regards,
Scam
Title: Re: Beginning game programming course
Post by: lordnacho on February 20, 2015, 09:39:20 am
I think this is the first time, I've done my homework early
Title: Re: Beginning game programming course
Post by: Vigo on February 22, 2015, 01:27:01 am
Ok, just trying to piece together who is enrolled. Let me know if I missed anyone.

Roll Call!

eds1275
JDFan
Generic Eric
yotsuya
Vigo
RoyalScam
thatpurplestuff
shponglefan
melvinbates
Admiral688
wp34
lordnacho
05SRT4
EssexMame
empardopo
arquillos
BorgDog

...and Croooow!
(http://media.tumblr.com/tumblr_lj27xbkQqG1qeamk0.gif)
Title: Re: Beginning game programming course
Post by: jennifer on February 22, 2015, 02:25:46 am
Given this place's propensity with feature creep and idea man syndrome (actually, all gaming sites I've ever been on), I would recommend a Group PM.
   Theres nothing wrong with outlaying ideas across the spectrum, It gives choices.... A group PM In my opinon would stagnate and lack a fresh take on the problem at hand.
Title: Re: Beginning game programming course
Post by: RoyalScam on February 22, 2015, 03:46:42 am
...and Croooow!
[

That's one O!
Title: Re: Beginning game programming course
Post by: Admiral688 on February 22, 2015, 09:11:08 pm
Installing the components as we speak......
Title: Re: Beginning game programming course
Post by: shponglefan on February 22, 2015, 11:18:51 pm
Then took a look at the first assignment and  :dizzy:  didn't realize we'd be starting with physics problems  :cry: ( At least he gave us the needed equations instead of assuming we'd remember them !)

I was thinking about that and realized it was probably very intentional.  Assuming we're doing any sort of 2D or 3D action games, there is probably going to be a whole lot more physics to come!
Title: Re: Beginning game programming course
Post by: Vigo on February 23, 2015, 12:16:31 am
Phew! That was not exactly what I had in mind for a first assignment.

But...I did it!  :woot

Title: Re: Beginning game programming course
Post by: EssexMame on February 23, 2015, 10:14:44 am
I'm on the course too. I've setup the environment and am working through the video intro/overview videos now... Not sure yet if I'll last the distance - it depends how much time it takes each week I guess.
Title: Re: Beginning game programming course
Post by: Vigo on February 23, 2015, 10:28:38 am
You are on the list!
Title: Re: Beginning game programming course
Post by: JDFan on February 23, 2015, 10:41:13 am
Phew! That was not exactly what I had in mind for a first assignment.

But...I did it!  :woot

 :cheers:
Title: Re: Beginning game programming course
Post by: wp34 on February 23, 2015, 11:04:10 pm
I've been having trouble getting through the videos for some reason. I just installed the CourseRA app on my phone so hopefully that will give me more opportunities to watch.
Title: Re: Beginning game programming course
Post by: empardopo on February 24, 2015, 03:27:35 am
I'm in.
Title: Re: Beginning game programming course
Post by: shponglefan on February 24, 2015, 11:25:19 pm
So is Week 1 the only content which will be posted early?  I wouldn't have been such a keener if I'd known that...  :-[
Title: Re: Beginning game programming course
Post by: EssexMame on February 26, 2015, 09:42:17 am
All done for week one. Except uploading my screenshot at least, which doesn't seem to work currently!
Title: Re: Beginning game programming course
Post by: eds1275 on February 26, 2015, 11:03:21 am
He says Component strangely. Commmm ponent!

I'm actually just starting the videos on actual stuff. Busy life!!! I just found out the speed up video button, and I think 1.25 is actually a little better.
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 11:13:44 am
As busy as I have been lately, I am chomping at the bit to move on to the next videos. I'm hooked.

(http://images.t-nation.com/forum_images/auto/r/786x0/7/e/7e896_ORIG-johnny5_need_input.jpg)
Title: Re: Beginning game programming course
Post by: wp34 on February 26, 2015, 11:32:13 am
It is too bad the content isn't all available at once.
Title: Re: Beginning game programming course
Post by: eds1275 on February 26, 2015, 01:16:16 pm
Well if anyone has completed this weeks fun, can you please tell me if you think what I've done here looks right? I got a little flustered trying to find a formula that changes degrees to radians. And yes, I changed the scenario to mortars... because I think it's a better example than tanks. I found lots of different examples of changing degrees to rads so I picked the easiest one I found... I copied the angle and velocity from Vigo's, and got very different results...

mortarAngle = mortarAngle / 180;
Title: Re: Beginning game programming course
Post by: JDFan on February 26, 2015, 01:25:10 pm
Well if anyone has completed this weeks fun, can you please tell me if you think what I've done here looks right? I got a little flustered trying to find a formula that changes degrees to radians. And yes, I changed the scenario to mortars... because I think it's a better example than tanks. I found lots of different examples of changing degrees to rads so I picked the easiest one I found... I copied the angle and velocity from Vigo's, and got very different results...

mortarAngle = mortarAngle / 180;

TO go from degrees to radians the formula is angleDegrees * Pi /180 not angleDegrees * 180 !!

For Pi you can use  Math.PI

So For the assignment use something like :

float mortarAngleRadians = mortarAngleDegree * ((float)Math.PI / 180);
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 01:29:33 pm
JD has got it, you need to throw some Pi in there. Since the character (http://crack.seismo.unr.edu/ftp/pub/louie/class/757/pi.GIF) isn't something that you can type (easily), it is put in as a math function. I am assuming there is a whole library of math functions. Math.PI or Math.Sin and Math.Cos listed in the coursework.
Title: Re: Beginning game programming course
Post by: eds1275 on February 26, 2015, 01:30:56 pm
Aha! Now my answers match! Maybe now we are both right or wrong. Was converting from degrees to radians in the book or the lectures? I didn't see it anywhere.
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 01:39:48 pm
That part was from google searching.
Title: Re: Beginning game programming course
Post by: JDFan on February 26, 2015, 01:42:35 pm
JD has got it, you need to throw some Pi in there. Since the character (http://crack.seismo.unr.edu/ftp/pub/louie/class/757/pi.GIF) isn't something that you can type (easily), it is put in as a math function. I am assuming there is a whole library of math functions. Math.PI or Math.Sin and Math.Cos listed in the coursework.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 26, 2015, 02:36:36 pm
{
 In this thread:  How to Suck
 {
  Order ebook
  {
   Finally start reading ebook on 2 year old kindle
   {
    Read over the important stuff
    {
     Realize Kindle is too small for this ---steaming pile of meadow muffin---
     }
    Finally decide to use kindle webapp on PC
   }
  Find out you can link it from inside the assignment on coursea page
 }
 {
  Use entirely different computer set up than accustom to.
  {
   Like seriously, lets spend another 2 hours to set up the environment. 
   {
    I have a laptop, why not use that instead of the LCDs in the basement. :smh
    {
     ---fudgesicle---, another small screen
     {
      Realize I wasn't done setting up the environment on the PC in the basement.
       {
        Resort to humor to disguise frustration
       }
      }
     }
    }
   }
  }
 }
}
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 02:59:10 pm
{
// I hear ya on that frustration.
Console.WriteLine("Set up programming environment");
int Hour_Wasted = 3;
}


One nice thing I ended up doing was setting up the environment on both my work laptop and my home PC. I save my project work in a cloud drive. (I use the cloud drive through my Adobe subscription at work). So, I pretty much just save my project there, and I can work on programming stuff wherever I am.
Title: Re: Beginning game programming course
Post by: arquillos on February 26, 2015, 03:28:50 pm
I really think that the doc installation part should be avoid at all costs :)...Why not having online doc? I really don´t understand.


BTW I´m in :)
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 03:53:27 pm
Roster updated:

eds1275
JDFan
Generic Eric
yotsuya
Vigo
RoyalScam
thatpurplestuff
shponglefan
melvinbates
Admiral688
wp34
lordnacho
05SRT4
EssexMame
empardopo
arquillos
BorgDog


And for the record, if anyone wants to do any PM think-tanks for game ideas, I'm all for it. We can also consider opening other threads as well.
Title: Re: Beginning game programming course
Post by: eds1275 on February 26, 2015, 04:23:46 pm
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 06:19:57 pm
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

Thank would be cool to see.  :applaud:

Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 06:23:59 pm
Here is a dose of inspiration for y'all - a 10 player "joust" like arcade game.  It looks like there are different job classes, but the mechanics and graphics are all pretty simple.

http://www.youtube.com/watch?v=zorgpC93Aq4#t=51 (http://www.youtube.com/watch?v=zorgpC93Aq4#t=51)

Title: Re: Beginning game programming course
Post by: Generic Eric on February 26, 2015, 06:37:42 pm
Looks cool.

I'd put a quarter in that.

Do you think they angled the joysticks?
Title: Re: Beginning game programming course
Post by: BorgDog on February 26, 2015, 06:56:42 pm
Dang I'm behind already!  I best get going on the class, doing too much work at work.  add me to the list Vigo
Title: Re: Beginning game programming course
Post by: Vigo on February 26, 2015, 07:48:00 pm
Done! 17 of us now.  :)
Title: Re: Beginning game programming course
Post by: shponglefan on February 26, 2015, 09:46:12 pm
Recent Extra Credits video on making a basic game.  I thought they made a good point about starting with the core mechanics and then building out from there:

Extra Credits - Making Your First Game: Minimum Viable Product - How to Scope Small and Start Right (http://www.youtube.com/watch?v=UvCri1tqIxQ#ws)
Title: Re: Beginning game programming course
Post by: shponglefan on February 26, 2015, 09:55:38 pm
And for the record, if anyone wants to do any PM think-tanks for game ideas, I'm all for it. We can also consider opening other threads as well.

I'm up for having a separate thread.  In fact, I'll go ahead and create one :D

Here is the thread: http://forum.arcadecontrols.com/index.php/topic,144143.0.html (http://forum.arcadecontrols.com/index.php/topic,144143.0.html)

Title: Re: Beginning game programming course
Post by: shponglefan on February 26, 2015, 09:58:07 pm
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?
Title: Re: Beginning game programming course
Post by: Generic Eric on February 26, 2015, 10:54:40 pm
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?

I had an idea similar to that. 
From lunar lander level to a moon patrol level, to an asteroids level to a galaga level.
Title: Re: Beginning game programming course
Post by: lordnacho on February 26, 2015, 11:19:39 pm
Told my 5 year old about making a game and asked if he had any ideas.  He went bat ---steaming pile of meadow muffin---, couldn't get him to stop thinking about it for the rest of the night. 
Few of his ideas that made some sort of sense.  Level one you could spray the wicked witch with a hose and try to melt her, level 2 would be racing a car against jack skellington(I think this later turned into the bad guy in Turbo), level 3 was running away from darth vader to escape pods.  Maybe I could make some mini games like these for him as practice.
Title: Re: Beginning game programming course
Post by: EssexMame on February 27, 2015, 04:58:34 am
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

Does this behave any differently to float gravity = (float)9.8;  ?
That seems to work also, and is more as taught in the class...
Title: Re: Beginning game programming course
Post by: JDFan on February 27, 2015, 06:12:16 am
f, as in for float? I haven't got there yet but likely will today or tomorrow.

Yup, to tell the compiler it's not a double (which is what it assumes when a literal has a decimal).  so float gravity = 9.8f;

Does this behave any differently to float gravity = (float)9.8;  ?
That seems to work also, and is more as taught in the class...

Either one is the same can also be 9.8F, they all tell the compiler to allow the use of the double as a float for that equation even though there may be some loss of precision, if not specifically told to be allowed the compiler will give an error about it in order to keep problems from cropping up.
Title: Re: Beginning game programming course
Post by: Generic Eric on February 27, 2015, 10:02:07 am
I finally got the Guns N Roses program to work.

Title: Re: Beginning game programming course
Post by: yotsuya on February 27, 2015, 10:04:54 am
I finally got the Guns N Roses program to work.

(http://i.dailymail.co.uk/i/pix/2011/10/04/article-0-0E34C3F600000578-920_634x632.jpg)

All you needed was a little patience.  :cheers:
Title: Re: Beginning game programming course
Post by: Generic Eric on February 27, 2015, 11:51:38 am
Recent Extra Credits video on making a basic game.  I thought they made a good point about starting with the core mechanics and then building out from there:

Extra Credits - Making Your First Game: Minimum Viable Product - How to Scope Small and Start Right (http://www.youtube.com/watch?v=UvCri1tqIxQ#ws)

subscribbled!

Good Share!
Title: Re: Beginning game programming course
Post by: Vigo on February 27, 2015, 12:01:13 pm
Minimum viable product if gonna be a buzzword for me.
Title: Re: Beginning game programming course
Post by: eds1275 on February 27, 2015, 12:16:08 pm
I had a random idea for a silly game, where everyone could work on their own levels and then it could sort of come together at the end. It was like a beat 'em up with crummy graphics like mega man 1, and then every level gets a little better until the graphics are good at the end. Maybe throw in a bonus round shmup or something. I was thinking of using the mecanim avatar system in Unity for the character to keep the movement the same.

That sounds like a cool idea.  Would it progress stylistically from early 8-bit graphics through to 16-bit era and beyond?

I was thinking of having it as a BYOAC themed game and you would basically go through the progression of videogames. Maybe fighting a wall of text or something as a mini, very annoying boss that randomly capitalizes text and removes the name of the person it is quoting.
Title: Re: Beginning game programming course
Post by: yotsuya on February 27, 2015, 12:26:41 pm
n=2b
Title: Re: Beginning game programming course
Post by: Generic Eric on February 27, 2015, 06:00:37 pm
Finally got the launcher program. I was looking for was to overcomplicate things. I'm confused why gravity worked the way it did, but I didn't use a double anywhere.  Shouldn't that have affected time?
Title: Re: Beginning game programming course
Post by: yotsuya on February 27, 2015, 06:23:56 pm
Just finished all the lectures and did the little programs that were in the lectures. Now I need to put this game together. Are all the tips on how to do that in the book?
Title: Re: Beginning game programming course
Post by: Generic Eric on February 27, 2015, 06:31:42 pm
Just finished all the lectures and did the little programs that were in the lectures. Now I need to put this game together. Are all the tips on how to do that in the book?
Most of what is required is in the assignment notes.
What's not, our man JD lays down.  If not for the arrow thread I wouldn't have known it was him.
Title: Re: Beginning game programming course
Post by: yotsuya on February 27, 2015, 09:43:06 pm
 :gobama :gobama :gobama :gobama :gobama :gobama :gobama

http://youtu.be/6YMPAH67f4o

Thanks for all the tips and suggestion in the thread, guys. I appreciate it!

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=143925.0;attach=324916)
Title: Re: Beginning game programming course
Post by: wp34 on February 27, 2015, 11:11:21 pm
Good job guys.  I need to get my assignment finished tomorrow.  I feel like a slacker.

In honor of the lecture this week on data types I thought I would post this picture I took of my odometer a few weeks ago.  My youngest is the one who noticed it.  He was confused when I told him the car only had 41 miles on it.  Great teachable moment.   :lol

Title: Re: Beginning game programming course
Post by: JDFan on February 27, 2015, 11:18:14 pm
Looks like you missed on l in the greeting (ie. it wil calculate ! ) other than that looks good  :applaud:

Title: Re: Beginning game programming course
Post by: yotsuya on February 27, 2015, 11:47:13 pm
Looks like you missed on l in the greeting (ie. it wil calculate ! ) other than that looks good  :applaud:

Thanks, bro! And thanks for the tip on the gravity.  :cheers:
Title: Re: Beginning game programming course
Post by: 05SRT4 on February 28, 2015, 06:22:44 am
FML

Kind of just laughed once I finally got everything. Was hoping it was going to be one of those things that I just watch and listen to and then I get it. NOPE.
Not going to lie I had to look through the boards for some help. Wish i would of just done that the first day I started this. I got some tips from here also so thanks guys  :cheers:

Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 07:54:08 am
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up. 
Title: Re: Beginning game programming course
Post by: JDFan on February 28, 2015, 10:06:26 am
Week 2 lectures and assessment are LIVE for those that want to get a couple days head start ! :cheers:
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 11:25:21 am
Is there an assignment this week?  Not seeing it
Title: Re: Beginning game programming course
Post by: Vigo on February 28, 2015, 11:28:37 am
It's showing up for me.
Title: Re: Beginning game programming course
Post by: shponglefan on February 28, 2015, 11:29:54 am
Is there an assignment this week?  Not seeing it

I can see it, too.
Title: Re: Beginning game programming course
Post by: yotsuya on February 28, 2015, 11:33:52 am
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up.

Did you guys need to sign up for an App Hub membership to use XNA Game Studio Connect on your 360. It's telling me it's $99 to sign up.
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 11:38:05 am
Is there an assignment this week?  Not seeing it

I can see it, too.
Ah, sorry yeah I see it too.  I'll blame that on bad UI and not me not looking in the right place.

Cool assignment though
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 11:39:14 am
Week 2.  Do we need to do another roll call?
I've been tinkering ahead and enjoying moving sprites around with my Xbox controller.  Can definitely see this turning into a hobby.  Thanks everyone for starting this up.

Did you guys need to sign up for an App Hub membership to use XNA Game Studio Connect on your 360. It's telling me it's $99 to sign up.
I didn't do that, I have a couple wired xbox controller hooked to my pc
Title: Re: Beginning game programming course
Post by: melvinbates on February 28, 2015, 12:21:21 pm
Any recommendations on what to use to record the video needed to turn in this assignment?
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 12:48:15 pm
At the end of the lectures, it has videos on fraps and camstudio.  Haven't watched them yet though
Title: Re: Beginning game programming course
Post by: melvinbates on February 28, 2015, 12:53:16 pm
Thanks, suppose I should start looking at the lectures before I do the assignments... ::)
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 12:57:09 pm
He does say you can use anything though.  If you have an nvidia card, you might be able to do it with the geforce software(shadowplay), not sure if ATI has similar.
Title: Re: Beginning game programming course
Post by: shponglefan on February 28, 2015, 12:57:48 pm
Do NOT install Camstudio.  It's apparently full of spyware.
Title: Re: Beginning game programming course
Post by: lordnacho on February 28, 2015, 01:02:02 pm
Good to know.  I don't trust any of these free tools.  I just did a full wipe and reinstall of Windows last week, want to keep the spyware to a minimum

Possible spoiler alert on this class: the guy is actually a cgi head like a modern Max Headroom. 
Title: Re: Beginning game programming course
Post by: shponglefan on February 28, 2015, 01:32:33 pm
Here's my Assignment 2:

Assignment 2 Video (http://www.youtube.com/watch?v=9K5WflBfqMg#)

I used ScreenRecorder, which can be downloaded from the Microsoft TechNet Magazine site: https://technet.microsoft.com/en-us/magazine/2009.03.utilityspotlight2.aspx (https://technet.microsoft.com/en-us/magazine/2009.03.utilityspotlight2.aspx)

It works, but the results are a bit chunky as you can see.  The actual motion of the sprites is much smoother on my computer.
Title: Re: Beginning game programming course
Post by: eds1275 on February 28, 2015, 02:56:40 pm
I use Camtasia free for some stuff. Its a bugger to set up but once you have it it works great.
Title: Re: Beginning game programming course
Post by: lordnacho on March 01, 2015, 12:16:33 am
Here's my Assignment 2:

Assignment 2 Video (http://www.youtube.com/watch?v=9K5WflBfqMg#)

I used ScreenRecorder, which can be downloaded from the Microsoft TechNet Magazine site: https://technet.microsoft.com/en-us/magazine/2009.03.utilityspotlight2.aspx (https://technet.microsoft.com/en-us/magazine/2009.03.utilityspotlight2.aspx)

It works, but the results are a bit chunky as you can see.  The actual motion of the sprites is much smoother on my computer.
Nice.  You get extra credit for the arcade theme.  Maybe I'll go DK barrels
Title: Re: Beginning game programming course
Post by: shponglefan on March 01, 2015, 12:56:13 am
Here's another test of video capture software, this time using Open Broadcaster.  It's much smoother than Screen Recorder:

Assignment2 Video (http://www.youtube.com/watch?v=iNZZGBTFzNA#ws)
Title: Re: Beginning game programming course
Post by: JDFan on March 01, 2015, 01:39:25 am
Test run of Mine using Camtasia 7 mp4 format.

Assignment2 Video (http://www.youtube.com/watch?v=GCThtqhVMx8#)
Title: Re: Beginning game programming course
Post by: RoyalScam on March 01, 2015, 02:30:01 am
Again, hacks and cheaters!

I just finished Assignment1 with 23 hours to go, and you've already done next weeks work!

There's a reason people like you got teased in school, and I'm working entry level in a factory at age 52.  :::sigh:::

I had two problems.  First I couldn't figure out how to input users data.  Reading through the forums and a very careful re-read of the assignment had the answer,

Console.ReadLine();

But the Prof never mentioned or demo'd this in the lectures.  If he did I missed it.

My other problem was converting theta as input by the user to Radians.

This was my solution, use another variable.  I can't help but think that theta itself could've been modified'
Code: [Select]
            float theta;      // angle in degrees input by user
            double thetaRads; // angle in Radians

            Console.WriteLine("Enter a value for trajectory angle: ");
            theta = float.Parse(Console.ReadLine());
            Console.WriteLine("");
            // convert theta from degrees to radians
            thetaRads = (Math.PI / 180) * theta;

How'd you do it?

Regards,
Scam
Title: Re: Beginning game programming course
Post by: JDFan on March 01, 2015, 03:54:42 am

How'd you do it?

Regards,
Scam

Pretty much the same way - Except didn't use a Double

Code: [Select]
Console.Write("Please Input the Initial Angle :  ");
            float angleDegree = float.Parse(Console.ReadLine());   // place user input into angleDegree
            float angle = angleDegree * ((float)Math.PI / 180);    // Convert angledegree into Radians

I guess you could just reassign the value instead of creating a second variable using something like

Code: [Select]
Console.Write("Please Input the Initial Angle :  ");
            float angle = float.Parse(Console.ReadLine());   // place user input into angle
            angle = angle * ((float)Math.PI / 180);    // Convert angle into Radians
Title: Re: Beginning game programming course
Post by: shponglefan on March 01, 2015, 10:15:09 am
@RoyalScam: You are correct, it is possible to modify the theta variable directly.

I converted the angle to radians as follows:

Code: [Select]
Console.Write("Enter an initial angle in degrees: ");
// get user input for the angle
theta = float.Parse(Console.ReadLine());
// convert degrees to radians
theta *= (float)(Math.PI / 180);

Note that the *= operator means that the theta variable will be multiplied by whatever is declared after the equals sign.

Another way to do it would be to just convert it during the Readline() assignment piece of code:

Code: [Select]
// get user input for the angle
theta = (float)(Math.PI / 180) * float.Parse(Console.ReadLine());
Title: Re: Beginning game programming course
Post by: RoyalScam on March 01, 2015, 10:36:50 am
@shponglefan and JDFan

Thanks to you both! I didn't resubmit my homework, but I've learned a couple of new tricks thanks to the two of you. 

     I realize we have the Coursera Forums available to us, and I'm sure I'm going to be using them, but I can't tell you how glad it makes me feel that we're all here having this dialog.  It's kind of like being in school again and fitting into a 'clic'.  Now just point me to the cool kids table in the cafeteria.  Thanks again to eds1275 for the 'heads up' on this.

Regards,
Scam
Title: Re: Beginning game programming course
Post by: wp34 on March 01, 2015, 10:48:11 am
Done.  I hate math.

Title: Re: Beginning game programming course
Post by: Generic Eric on March 01, 2015, 10:53:20 am
Done.  I hate math.
speed was supposed to be 100
Title: Re: Beginning game programming course
Post by: eds1275 on March 01, 2015, 11:13:04 am
I'm glad everyone seems to be enjoying themselves! I personally, find it pretty frustrating but the satisfaction I get when it works the way it is supposed to is awesome.

Like I mentioned before, I am a beginner but have done a little bit prior working in Unity3d. Unity uses different packages, so some of the terminology is different, but the more I do the more I realize that the syntax is the same. So I guess learning the syntax, having a goal that you can break down into chunks, and the auto-complete features are key!
Title: Re: Beginning game programming course
Post by: wp34 on March 01, 2015, 11:20:45 am
Done.  I hate math.
speed was supposed to be 100

I like to be difficult.

Title: Re: Beginning game programming course
Post by: JDFan on March 01, 2015, 11:29:07 am
Done.  I hate math.

 :applaud: Congrats on getting it done !!

Just a couple minor suggestions (take them or leave them) :

If using WriteLine for one input you might want to do the same for the second or switch both to using Write so that they look the same (notice the 45 is on a new line where 200 is at the end of the same line) probably want both the same for consistency  :dunno )

Same for the <Degrees> qualifier -- might want to add <Meters per second> to the speed prompt.

Might want to break the top line into 2 lines so it breaks at a better location instead of being a wrapped single line (perhaps place everything after "shell" in a new WriteLine so that "and the distance it will travel is a second Line on the output)

Also might want a blank line ( WriteLine(); ) between the Welcome and prompt for input and another after the last line of output so that the Press any key prompt is separated from the output  a bit.

Again all just suggestions and very minor things  :cheers:
Title: Re: Beginning game programming course
Post by: RoyalScam on March 01, 2015, 11:45:21 am
Possible spoiler alert on this class: the guy is actually a cgi head like a modern Max Headroom.

LOL Our lecture videos remind me of this;
http://youtu.be/vMWxa8PwJsA (http://youtu.be/vMWxa8PwJsA)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 01, 2015, 11:59:26 am
Ok Im a little late on the band wagon here, but just finished my first assignment.
Hope I have time to do the whole course.
Here is assign. 1 screenshot:
Title: Re: Beginning game programming course
Post by: eds1275 on March 01, 2015, 12:05:32 pm
I just figured out the reason for the name "a little rage." I'm a clever one, I tells ya'.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 01, 2015, 12:27:42 pm
I just figured out the reason for the name "a little rage." I'm a clever one, I tells ya'.


 ;D
Title: Re: Beginning game programming course
Post by: shponglefan on March 01, 2015, 01:28:19 pm
@shponglefan and JDFan

Thanks to you both! I didn't resubmit my homework, but I've learned a couple of new tricks thanks to the two of you. 

     I realize we have the Coursera Forums available to us, and I'm sure I'm going to be using them, but I can't tell you how glad it makes me feel that we're all here having this dialog.  It's kind of like being in school again and fitting into a 'clic'.

You're very welcome!  :cheers:

And I know what you mean about posting here versus the other forums.  It's nice to have a smaller community that doesn't feel so overwhelming.
Title: Re: Beginning game programming course
Post by: wp34 on March 01, 2015, 01:55:20 pm
That JDFan.  I appreciate the feedback.   :cheers:

Done.  I hate math.

 :applaud: Congrats on getting it done !!

Just a couple minor suggestions (take them or leave them) :

If using WriteLine for one input you might want to do the same for the second or switch both to using Write so that they look the same (notice the 45 is on a new line where 200 is at the end of the same line) probably want both the same for consistency  :dunno )

Same for the <Degrees> qualifier -- might want to add <Meters per second> to the speed prompt.

Might want to break the top line into 2 lines so it breaks at a better location instead of being a wrapped single line (perhaps place everything after "shell" in a new WriteLine so that "and the distance it will travel is a second Line on the output)

Also might want a blank line ( WriteLine(); ) between the Welcome and prompt for input and another after the last line of output so that the Press any key prompt is separated from the output  a bit.

Again all just suggestions and very minor things  :cheers:
Title: Re: Beginning game programming course
Post by: BorgDog on March 01, 2015, 03:57:59 pm
You guys are already done with week two?  shoot, I just finished up week one, always was a last minute guy  :cheers:.

Title: Re: Beginning game programming course
Post by: JDFan on March 01, 2015, 04:27:42 pm
@shponglefan and JDFan

Thanks to you both! I didn't resubmit my homework, but I've learned a couple of new tricks thanks to the two of you. 

     I realize we have the Coursera Forums available to us, and I'm sure I'm going to be using them, but I can't tell you how glad it makes me feel that we're all here having this dialog.  It's kind of like being in school again and fitting into a 'clic'.

You're very welcome!  :cheers:

And I know what you mean about posting here versus the other forums.  It's nice to have a smaller community that doesn't feel so overwhelming.

I just can't believe there are over 40,000 student enrolled in the class -- guess that could be why Dr. T wrote the book figure if only 1 out of 4 students buys the $10 book that's 100K in digital book sales and if this website is correct :

Quote
    Amazon: 70% royalty (less delivery fees) between 2.99 and 9.99. Outside this range, the royalty drops to 35%. For VERY large files, the delivery fee may be so high that you’ll make more money at the 35% royalty rate.
    Barnes & Noble: 65% royalty between 2.99 and 9.99. Outside this range, the royalty drops to 40%.
    iTunes/iBookstore: 70% for all price ranges. HOWEVER! You must price your book on iTunes at the lowest retail price that you offer in any other outlet, including print. iTunes does not want to be undercut in their pricing model.


with a 65 - 70% Royalty he's making $65 - $70K for just this one class session ( not a bad way to make a living - when the lectures can be recycled for several class sessions and the students do the grading !! )
Title: Re: Beginning game programming course
Post by: wp34 on March 01, 2015, 05:30:00 pm
Interesting point about the book royalties.  I hadn't thought of that angle.  Good for him.

He's getting paid by the University of Colorado as well.  This course is technically a MOOC or Massive Open Online Course.

I suspect he is being paid by
@shponglefan and JDFan

Thanks to you both! I didn't resubmit my homework, but I've learned a couple of new tricks thanks to the two of you. 

     I realize we have the Coursera Forums available to us, and I'm sure I'm going to be using them, but I can't tell you how glad it makes me feel that we're all here having this dialog.  It's kind of like being in school again and fitting into a 'clic'.

You're very welcome!  :cheers:

And I know what you mean about posting here versus the other forums.  It's nice to have a smaller community that doesn't feel so overwhelming.

I just can't believe there are over 40,000 student enrolled in the class -- guess that could be why Dr. T wrote the book figure if only 1 out of 4 students buys the $10 book that's 100K in digital book sales and if this website is correct :

Quote
    Amazon: 70% royalty (less delivery fees) between 2.99 and 9.99. Outside this range, the royalty drops to 35%. For VERY large files, the delivery fee may be so high that you’ll make more money at the 35% royalty rate.
    Barnes & Noble: 65% royalty between 2.99 and 9.99. Outside this range, the royalty drops to 40%.
    iTunes/iBookstore: 70% for all price ranges. HOWEVER! You must price your book on iTunes at the lowest retail price that you offer in any other outlet, including print. iTunes does not want to be undercut in their pricing model.


with a 65 - 70% Royalty he's making $65 - $70K for just this one class session ( not a bad way to make a living - when the lectures can be recycled for several class sessions and the students do the grading !! )
Title: Re: Beginning game programming course
Post by: arquillos on March 02, 2015, 11:05:02 am
with a 65 - 70% Royalty he's making $65 - $70K for just this one class session ( not a bad way to make a living - when the lectures can be recycled for several class sessions and the students do the grading !! )

And in the Video Lectures you find subtles references to the book or facts that are only on the book :)

BTW...I´ll keep learning AXN and having fun!...err...I mean XNA :)
Title: Re: Beginning game programming course
Post by: lordnacho on March 02, 2015, 12:50:11 pm
Used Nvidia's Shadowplay for the second assignment.  Can't do a window, only full window in desktop mode.

http://youtu.be/EPgWLCWuug0 (http://youtu.be/EPgWLCWuug0)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 02, 2015, 06:00:52 pm
I just finished my 5 evaluations for week 1.
Now to get started on week 2...
Title: Re: Beginning game programming course
Post by: JDFan on March 02, 2015, 11:03:27 pm
I just finished my 5 evaluations for week 1.
Now to get started on week 2...

I wound up doing them twice ( it said it suggested we review all 5 before submitting so I filled each out as I went without submitting and then on the last one went back to the first one and it cleared all of the eval boxes - so had to reinput all of them  :angry: (so make sure you either save draft or submit each one before going to the next one !!)
Title: Re: Beginning game programming course
Post by: arquillos on March 03, 2015, 12:11:09 am
I wound up doing them twice ( it said it suggested we review all 5 before submitting so I filled each out as I went without submitting and then on the last one went back to the first one and it cleared all of the eval boxes - so had to reinput all of them  :angry: (so make sure you either save draft or submit each one before going to the next one !!)

You´re completely right! It´s not very intuitive.
Title: Re: Beginning game programming course
Post by: Vigo on March 03, 2015, 12:37:47 am
Thanks for the warning. Just did my peer reviews. Only 1 of em didn't get it all right.
Title: Re: Beginning game programming course
Post by: arquillos on March 03, 2015, 01:56:34 am
Thanks for the warning. Just did my peer reviews. Only 1 of em didn't get it all right.

Same for me....One peer hasn´t got an screenshot...weird!
Title: Re: Beginning game programming course
Post by: DaOld Man on March 03, 2015, 06:48:24 am
Thanks for the warning. Just did my peer reviews. Only 1 of em didn't get it all right.

Same for me....One peer hasn´t got an screenshot...weird!

I evaluated one that didn't have a screen shot either. It had the code where the screen shot should be, the rest (6 total) looked real good.
Im thinking maybe I shouldn't have put my real name on mine... DOH!
Oh well, if you eval mine at least you will know it's mine. LOL
Title: Re: Beginning game programming course
Post by: Generic Eric on March 03, 2015, 07:50:34 am
After completing the first eval, I'm pretty sure I could have used less code.
Title: Re: Beginning game programming course
Post by: Elbaid on March 03, 2015, 10:21:53 am
Many thanks to the OP for posting the course. I managed to get the first assignment in at the last minute, just like my school days (or is that school daze?)

Quite a thrill to actually see my code working as it should
Title: Re: Beginning game programming course
Post by: eds1275 on March 03, 2015, 10:33:19 am
It's pretty empowering. They should teach kids this stuff in school and not worry so much about date memorization and map colouring.
Title: Re: Beginning game programming course
Post by: Vigo on March 03, 2015, 10:51:49 am
It's pretty empowering. They should teach kids this stuff in school and not worry so much about date memorization and map colouring.

Heck, I think this should qualify as a math course in school.
Title: Re: Beginning game programming course
Post by: Elbaid on March 03, 2015, 12:16:02 pm
They teach python language at some senior schools in UK these days. Don't know much about it though
Title: Re: Beginning game programming course
Post by: JDFan on March 03, 2015, 12:25:29 pm
Was a bit bored today so redid the video with a background added.

Assignment2 Video (http://www.youtube.com/watch?v=KDQrbArYOns#)
Title: Re: Beginning game programming course
Post by: Generic Eric on March 03, 2015, 12:29:13 pm
Was a bit bored today so redid the video with a background added.

Assignment2 Video (http://www.youtube.com/watch?v=KDQrbArYOns#)

Neat.

How do you think you would approach adding twinkling stars to background?  Or giving a planet a slow rotate?  Too soon?
Title: Re: Beginning game programming course
Post by: JDFan on March 03, 2015, 03:30:36 pm
Neat.

How do you think you would approach adding twinkling stars to background?  Or giving a planet a slow rotate?  Too soon?

Shouldn't be too difficult figure just make one or 2 more background pics with the stars a different brightness and rotate through them as the game updates just like the movement of the sprites and it should look like twinkling for planet rotation placing the planet as a separate sprite image and rotating it a few degrees each update

Since you mentioned it had to try rotating the planet so here you go :

Rotating Planet (http://www.youtube.com/watch?v=tGXuH7wFeCM#)

Title: Re: Beginning game programming course
Post by: Generic Eric on March 03, 2015, 07:11:51 pm
Cool.
Title: Re: Beginning game programming course
Post by: JDFan on March 03, 2015, 10:06:01 pm
OK since Eric made me do it here is another update of assignment 2 with rotating planet background.

Assignment2 Video (http://www.youtube.com/watch?v=PAPylyZ_usY#)

Title: Re: Beginning game programming course
Post by: Generic Eric on March 03, 2015, 10:11:17 pm
OK since Eric made me do it here is another update of assignment 2 with rotating planet background.

Assignment2 Video (http://www.youtube.com/watch?v=PAPylyZ_usY#)



Made you ;)

That looks great.  I need to  get cracking.  I was just thinking about the twinkling stars and I was reminded of a minute physics or vsauce vid about being at the center of the universe no matter which direction you looked.
Title: Re: Beginning game programming course
Post by: arquillos on March 04, 2015, 02:31:24 am
Is it just me or anybody else would like to read the "Teddy Bear" class from Week 2?
Title: Re: Beginning game programming course
Post by: JDFan on March 04, 2015, 07:18:52 am
Is it just me or anybody else would like to read the "Teddy Bear" class from Week 2?

You can download his code - there are icons for the code and other things he uses like the slides and the videos themselves in the section where the videos are - just click on the code icons and the code he uses will download (most have both the initial code and final code for that lesson) - First download the relevent lecture final code - unzip the package to you VS projects folder - Launch VS - go to open project and navigate to the sln file of that project (you'll get a prompt warning to only open projects from reliable sources - click OK ( might get warning a second time if you do click ok again) that will open the project and you can then click on the TeddyBear.cs in solution Explorer and view the TeddyBear class. ie here is a pic of the code from lecture 5.4  opened on my system :
Title: Re: Beginning game programming course
Post by: arquillos on March 04, 2015, 11:35:56 pm
Thanks JDFan!
I really didn´t bother about that set of icons in the video lectures download page ;)
Title: Re: Beginning game programming course
Post by: eds1275 on March 05, 2015, 11:55:55 am
What are everyone's opinions on using a game engine like Unity, Unreal, or even Gamemaker? Do you consider it cheating?
Title: Re: Beginning game programming course
Post by: lordnacho on March 05, 2015, 12:03:58 pm
Not cheating at all.  Why recreate the wheel when others have invested so much time.  Then you can focus on content.
Bigger companies use these, so why shouldn't independents.

Granted, I haven't looked at these engines, but maybe should.  How are they for 2d?
Title: Re: Beginning game programming course
Post by: JDFan on March 05, 2015, 12:04:14 pm
What are everyone's opinions on using a game engine like Unity, Unreal, or even Gamemaker? Do you consider it cheating?

Nope -- all major games do it either using one of those or one that has been built over the years in house or a hybrid of the 2 -- why reinvent the wheel every time you want to do something  :dunno

Title: Re: Beginning game programming course
Post by: eds1275 on March 05, 2015, 12:15:23 pm
Well, Unity just changed it's name from Unity 3d to Unity. When you begin a project it lets you select 3d or 2d, and you can change the selection at any time. I have only run through the example project but it seems pretty good.

Space shooter:
http://unity3d.com/learn/tutorials/projects/space-shooter (http://unity3d.com/learn/tutorials/projects/space-shooter)
Roguelike:
http://unity3d.com/learn/tutorials/projects/2d-roguelike (http://unity3d.com/learn/tutorials/projects/2d-roguelike)
Tower Defense
http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview (http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview)

The reason I asked was because in the lectures Señor T discussed writing that game from the ground up including custom tools that I think are found in any game engine.
Title: Re: Beginning game programming course
Post by: yotsuya on March 05, 2015, 12:21:44 pm
Good question, eds1275!

I don't think it's cheating. Sure, it's awesome to be able to build it from scratch, and I'm sure learning the fundamentals of coding will assist in development, but in the end, if these tools allow you to create the game you've always wanted to create... go for it!
Title: Re: Beginning game programming course
Post by: melvinbates on March 05, 2015, 12:22:20 pm
What are everyone's opinions on using a game engine like Unity, Unreal, or even Gamemaker? Do you consider it cheating?

It's easier to reach higher when you stand on the shoulders of giants :).  I've always considered the real art of game making (and programming in general) in using tools at hand to tell your unique story, solve a problem or create a new world.  If the reward is in the challenge then we should be using assembler or machine code to create them.   

I don't begrudge construction workers using front loaders instead of shovels...
Title: Re: Beginning game programming course
Post by: eds1275 on March 05, 2015, 12:28:46 pm
I don't begrudge construction workers using front loaders instead of shovels...

...slackers lol

I have been busy all week and have 2 bands in the studio tomorrow but I just read the assignment 2 notes and it looks like it will be a piece of cake compared to the first one. I want to get to all the labs if I can though!
Title: Re: Beginning game programming course
Post by: lordnacho on March 05, 2015, 12:43:53 pm
This got me thinking, I'm going to check out Unity for my 2d game.  My kid was pretty into it and was drawing pics and planning stuff but lost interest pretty fast.  He's too young to look at programming so doesn't get why it's taking me so long to get a jump or fireball working. 
Title: Re: Beginning game programming course
Post by: shponglefan on March 05, 2015, 04:02:05 pm
What are everyone's opinions on using a game engine like Unity, Unreal, or even Gamemaker? Do you consider it cheating?

Not at all.  Game design and asset creation is usually going to be somewhat engine independent.  So whether one builds their own or uses a pre-made one, the majority of the work doesn't change.
Title: Re: Beginning game programming course
Post by: shponglefan on March 05, 2015, 07:59:56 pm
Well, Unity just changed it's name from Unity 3d to Unity. When you begin a project it lets you select 3d or 2d, and you can change the selection at any time. I have only run through the example project but it seems pretty good.

Space shooter:
http://unity3d.com/learn/tutorials/projects/space-shooter (http://unity3d.com/learn/tutorials/projects/space-shooter)
Roguelike:
http://unity3d.com/learn/tutorials/projects/2d-roguelike (http://unity3d.com/learn/tutorials/projects/2d-roguelike)
Tower Defense
http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview (http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview)

The reason I asked was because in the lectures Señor T discussed writing that game from the ground up including custom tools that I think are found in any game engine.

Just took a look at those and I'm very impressed at the engine's flexibility.  I may have to give Unity a spin and see what it's like.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 05, 2015, 08:28:49 pm
What are everyone's opinions on using a game engine like Unity, Unreal, or even Gamemaker? Do you consider it cheating?
I assume you mean after coursea.  If so, absolutely not.  Something  like unity allows cross platform distribution right?
Title: Re: Beginning game programming course
Post by: eds1275 on March 06, 2015, 12:23:53 am
Yeah, spits out to 21 different platforms. It's not quite as easy as clicking go, but not too difficult. Setting and configuring touch inputs is the worst part of it. Then for each asset you can specify different parameters, for example when you build to android use this type of file compression etc etc and this style of efficient lighting.
Title: Re: Beginning game programming course
Post by: lordnacho on March 06, 2015, 12:08:03 pm
I started a 2d project in Unity.  Yeah it's awesome. 
And definitely not cheating, I'm still writing code in C# but in a more structured way. 

In less time than I spent in XNA, i've got my wizard jumping around platforms.  I'll stick with the coursera course, since it's still relevant to learn but definitely going to keep running with Unity.
Title: Re: Beginning game programming course
Post by: eds1275 on March 06, 2015, 12:38:31 pm
careful, it's addicting... also (not sure if this will apply to you in a 2d game) the new lightmapper is crazy buggy. It looks good when it finally works though.
Title: Re: Beginning game programming course
Post by: shponglefan on March 07, 2015, 09:14:17 am
Week three is up!
Title: Re: Beginning game programming course
Post by: JDFan on March 07, 2015, 09:27:30 am
Week three is up!

Thanks for the heads up !

Also for those outside the US that don't follow Daylight Saving Time  - remember week 2 needs to be turned in by 11:00 tomorrow evening and we lose an hour tonight (Since Pacific time follows Daylight Saving Time ) so don't wait till the last minute to submit your work !
Title: Re: Beginning game programming course
Post by: Vigo on March 07, 2015, 01:29:19 pm
I'm not sure if I used the most effective programming, but I think I did assignment 2 just fine.

ProgrammingAssignment2 2015 03 07 12 03 03 05 (http://www.youtube.com/watch?v=hworG2KHwuY#ws)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 07, 2015, 04:54:36 pm
Ive finished assignment 2, but haven't made a video yet.
I downloaded fraps (?) (per Dr T's suggestion), but haven't tried it yet.
Im working today but hopefully will get a chance to test it later tonight.
Ive watched all the lecture videos for week 3 (Thanks to a slow day at work.)

EDIT: That looks real good Vigo! I think I may have done mine correctly now, after watching yours.

EDIT AGAIN: My submitted project:

  (http://www.youtube.com/watch?v=05hHBNL5474&feature=youtu.be[/url)
Title: Re: Beginning game programming course
Post by: JDFan on March 08, 2015, 01:05:20 am
Ive finished assignment 2, but haven't made a video yet.
I downloaded fraps (?) (per Dr T's suggestion), but haven't tried it yet.
Im working today but hopefully will get a chance to test it later tonight.
Ive watched all the lecture videos for week 3 (Thanks to a slow day at work.)

EDIT: That looks real good Vigo! I think I may have done mine correctly now, after watching yours.

EDIT AGAIN: My submitted project:


Looks Good - If you want and have time to reupload here is a zip of your images with the white background removed so they'll look a bit better moving around the screen.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 08, 2015, 08:34:36 am
Looks Good - If you want and have time to reupload here is a zip of your images with the white background removed so they'll look a bit better moving around the screen.

Thanks! Video above is now fixed. How did you remove the backgrounds?
Title: Re: Beginning game programming course
Post by: shponglefan on March 08, 2015, 08:54:04 am
@DaOld Man: Can't see the video, it says it's set to private.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 08, 2015, 09:24:26 am
@DaOld Man: Can't see the video, it says it's set to private.

DOH!! Forgot to publish it. See if it works now.
Title: Re: Beginning game programming course
Post by: shponglefan on March 08, 2015, 09:25:24 am
^ All good now!  :)
Title: Re: Beginning game programming course
Post by: JDFan on March 08, 2015, 10:24:49 am
Looks Good - If you want and have time to reupload here is a zip of your images with the white background removed so they'll look a bit better moving around the screen.

Thanks! Video above is now fixed. How did you remove the backgrounds?

In photoshop just opened a screenshot from your full window movie in a new window with Transparent background - outlined the image including background to get the size - cropped the image so just the sprite and white background where there - then used the Magic Wand tool set to contiguous (so it selects only the contiguous area not the entire window pixels in the selected color) to select the white background (yours were easy as the sprites had a black outline so did not have any white on the edges so the magic wand could be set with a decent tolerance and just select the whole background (sometimes you have to manually adjust the selection or tolerance to get just the background) then once it selects properly just press delete to get rid of the white leaving the sprite on a transparent background ( Sounds harder than it was as the entire process takes less than a minute or 2).

Then just had to send as a zip because posting to the forum adds back in the white background when you download!!
Title: Re: Beginning game programming course
Post by: shponglefan on March 08, 2015, 07:13:56 pm
Crack at Assignment #3.  Admittedly I cheated and used an array for the rock variables instead of individual variables.  But using an array is just cleaner.

Programming Assignment 3 (http://www.youtube.com/watch?v=3KOzxi0YZ3c#ws)

And here is a keener version of the same assignment.  ;D I was inspired by JDFan's rotating planets, so I added some random rotation as well as more random direction of movement.

Programming Assignment 3 extended (http://www.youtube.com/watch?v=y0nUuMjHAkQ#ws)

Title: Re: Beginning game programming course
Post by: lordnacho on March 08, 2015, 09:01:46 pm
Right off, I'm not feeling this assignment.  Too similar to the last one and forcing bad design on us
Title: Re: Beginning game programming course
Post by: shponglefan on March 08, 2015, 09:30:51 pm
Right off, I'm not feeling this assignment.  Too similar to the last one and forcing bad design on us

Agreed, although I think it's largely a consequence of trying to introduce things in the order the course is structured.
Title: Re: Beginning game programming course
Post by: eds1275 on March 08, 2015, 09:40:03 pm
Just finished the assignment 2. I thought it was tough, I just had a few syntax errors but what I was doing was right. Just couldn't spot the problems...I drew my own crappy sprites. I also didnt have any screen cap software on this computer so I just set up a DSLR and took a short video that way.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 08, 2015, 10:54:03 pm
Well, I'm behind.

Not sure I'm gonna figure it out in time.  I wonder how big of hit I'm gonna take on this. 
Title: Re: Beginning game programming course
Post by: lordnacho on March 08, 2015, 10:54:49 pm
Right off, I'm not feeling this assignment.  Too similar to the last one and forcing bad design on us

Agreed, although I think it's largely a consequence of trying to introduce things in the order the course is structured.
Seems a bit all over the place what he's trying to introduce though.  The lessons were about strings and if statements, but the assignment is filling in a lot of random stuff in his hodgepodge code.  Feel like this assignment is going to confuse a lot of people. 
Title: Re: Beginning game programming course
Post by: lordnacho on March 08, 2015, 11:21:42 pm
Submitted assignment 3. 
First attempt, I had all 3 rocks generating at the same time, over and over.  Guess my fault for not reading the comments fully.
Title: Re: Beginning game programming course
Post by: JDFan on March 09, 2015, 12:10:10 am
Seems a bit all over the place what he's trying to introduce though.  The lessons were about strings and if statements, but the assignment is filling in a lot of random stuff in his hodgepodge code.  Feel like this assignment is going to confuse a lot of people.

Yes but he is making us use if statements to complete the hodgepodge code instead of using other methods.

Submitted assignment 3. 
First attempt, I had all 3 rocks generating at the same time, over and over.  Guess my fault for not reading the comments fully.
Mine had the first rock OK but then was drawing the second and third together rather than one at a time also and since they were leaving the window together kept looping that way - but now all is fine after going back and changing a few things.
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 11:51:31 am
Right off, I'm not feeling this assignment.  Too similar to the last one and forcing bad design on us

Agreed, although I think it's largely a consequence of trying to introduce things in the order the course is structured.
Seems a bit all over the place what he's trying to introduce though.  The lessons were about strings and if statements, but the assignment is filling in a lot of random stuff in his hodgepodge code.  Feel like this assignment is going to confuse a lot of people.

For sure.  I'm surprised they don't have a more gradual approach building console applications and learning all the underlying programming logic first (i.e. performing comparisons, iteration, OOP, etc.).  Then after that jump into XNA and graphics.

But maybe that wouldn't hold people's interest to the same level?
Title: Re: Beginning game programming course
Post by: eds1275 on March 09, 2015, 12:38:05 pm
I just read my evaluations from Assignment 1. Well, no... I just saw 5 spots saying [This area was left blank by the evaluator.] That's pretty lame! I also lost marks due to adding code that said you blew up if the shell didn't get far enough away from you.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 09, 2015, 12:52:27 pm
I just read my evaluations from Assignment 1. Well, no... I just saw 5 spots saying [This area was left blank by the evaluator.] That's pretty lame! I also lost marks due to adding code that said you blew up if the shell didn't get far enough away from you.

I added code that give displayed the answer based on the user input and then the correct answer.  I was marked down because of that.  Another evaluator liked that I did that.

Probably the key is not to add any frills.

I also had  someone leave no marks too. 
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 12:59:26 pm
The joys of peer evaluation with inexperienced people doing the marking.  :P
Title: Re: Beginning game programming course
Post by: DaOld Man on March 09, 2015, 01:25:53 pm
I think I got high marks from everyone, with two comments left. One comment said I added too many additional comments. Sorry, I always thought it was good practice to leave as many comments in your code, explaining it to others, as long as you didn't put a lot of bull crap in them.
I did the same thing on assignment two, so that guy, if he sees mine, will probably give me a lower grade due to "not listening to him the first time". LOL
Title: Re: Beginning game programming course
Post by: Vigo on March 09, 2015, 01:32:50 pm
I had one evaluation complain about the format of the premade physics formulas that I copied and pasted from the assignment. Appraently I needed to improve up on them. Another review just liked that I wrote "KABOOM!"  :lol
Title: Re: Beginning game programming course
Post by: Generic Eric on March 09, 2015, 02:29:54 pm
The joys of peer evaluation with inexperienced people doing the marking.  :P
That is where I am.

As easy as it might have been for others, I totally missed the boat.  I used my jpgs, changed out what I thought was relevant regarding the jpgs, copied the first evaluation assignment, and it doesn't go.  I looked at the forum and found something about changing Programming cs, but it still crashes.

Is there a chance I missed something when I set up the environment?
Title: Re: Beginning game programming course
Post by: Vigo on March 09, 2015, 03:12:42 pm
Mine was crashing when I had a character wrong on a image I was referencing during assignment 2. I had robot1.png, robot2.png and robot3.png. My code was calling robot0, robot1 and robot2. I didn't have a robot0.png. Boom! Crash.
Title: Re: Beginning game programming course
Post by: lordnacho on March 09, 2015, 03:17:02 pm
The joys of peer evaluation with inexperienced people doing the marking.  :P
That is where I am.

As easy as it might have been for others, I totally missed the boat.  I used my jpgs, changed out what I thought was relevant regarding the jpgs, copied the first evaluation assignment, and it doesn't go.  I looked at the forum and found something about changing Programming cs, but it still crashes.

Is there a chance I missed something when I set up the environment?
Post your code maybe we can take a look
Title: Re: Beginning game programming course
Post by: Generic Eric on March 09, 2015, 03:25:18 pm
The joys of peer evaluation with inexperienced people doing the marking.  :P
That is where I am.

As easy as it might have been for others, I totally missed the boat.  I used my jpgs, changed out what I thought was relevant regarding the jpgs, copied the first evaluation assignment, and it doesn't go.  I looked at the forum and found something about changing Programming cs, but it still crashes.

Is there a chance I missed something when I set up the environment?
Post your code maybe we can take a look

I've looked through 3 of the  submissions I'm supposed to grade.  They all crash, that is what makes me wonder if it isn't my install.
Title: Re: Beginning game programming course
Post by: lordnacho on March 09, 2015, 03:42:48 pm
What IDE?  I had trouble setting up XNA in Visual Studio 2013, was because I didn't have the newest update.  But it's not in Windows Update, have to do it in VS.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 09, 2015, 04:45:15 pm
What IDE?  I had trouble setting up XNA in Visual Studio 2013, was because I didn't have the newest update.  But it's not in Windows Update, have to do it in VS.

(http://i.imgur.com/b8BeWFZ.png)

SWEET!

I've been trying one more thing for like 2 hours.  I finally figured what I was doing.  You fellas helped!  Thanks. 

I won't get credit, but I can feel better that I know where to put things and that I can evaluate the coding knowing that I have things set up correctly.
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 06:28:41 pm
Woo-hoo!  Glad you got it working!   :applaud:
Title: Re: Beginning game programming course
Post by: DaOld Man on March 09, 2015, 08:05:12 pm
Congrats on getting it, Generic Eric!

I have mixed feelings about watching the lecture videos before diving into the assignment.
It doesn't seem like the stuff he goes over has a lot to do with what we have to build in the assignment.
But the forum is a good tool to help figure stuff out, plus this thread on here is a good thing.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 09, 2015, 08:07:58 pm
On a side note, there is another class on programming in Perl that starts in June. (Same site, different instructor)
Don't know though if I would have time to do that when the weather is nice and warm.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 09, 2015, 08:40:09 pm
Thanks fellas!

@daold man
Now that you mention it, its probably worthwhile to have an idea what the assignment is.

Is everyone in for week3?
Title: Re: Beginning game programming course
Post by: yotsuya on March 09, 2015, 09:35:43 pm
I ended up withdrawing. I wasn't able do the lectures before week 2, and since I can't submit it now, oh well. I'm still going to follow you guys and tinker,  but these two weeks just are too busy for me.
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 09:47:22 pm
Assignment 3 experimentation continues, this time with collision detection.  I started by reflecting the rocks off the borders rather than disappearing them. Then I wanted them to bounce off each other.  Collision detection itself was easy (Rectangle.Intersects(Rectangle) method), but handling direction changes was a challenge.  It took four attempts to finally find a method that works and was relatively 'clean'.

And then I added a few more rocks.  ;D

Programming Assignment 3 extended Part 2 (http://www.youtube.com/watch?v=VkMBAd2o-gQ#ws)



Title: Re: Beginning game programming course
Post by: JDFan on March 09, 2015, 09:56:46 pm
Interesting -- Maybe now remove the rock and run an explosion animation  - that runs once they collide 10 or 20 times with another rock .
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 10:12:13 pm
Interesting -- Maybe now remove the rock and run an explosion animation  - that runs once they collide 10 or 20 times with another rock .

Great idea!  ;D

Tomorrow I'll give that a go.  I've been wanting to figure out how to do proper animations.
Title: Re: Beginning game programming course
Post by: JDFan on March 09, 2015, 10:22:39 pm
Interesting -- Maybe now remove the rock and run an explosion animation  - that runs once they collide 10 or 20 times with another rock .

Great idea!  ;D

Tomorrow I'll give that a go.  I've been wanting to figure out how to do proper animations.

Figure the exploding teddybear lab might help. (lab 10 IIRC)
Title: Re: Beginning game programming course
Post by: shponglefan on March 09, 2015, 10:49:11 pm
Interesting -- Maybe now remove the rock and run an explosion animation  - that runs once they collide 10 or 20 times with another rock .

Great idea!  ;D

Tomorrow I'll give that a go.  I've been wanting to figure out how to do proper animations.

Figure the exploding teddybear lab might help. (lab 10 IIRC)

Just downloaded it and was poking through the code.  I hadn't realized it was possible to contain all the animation frames in a single PNG file.  I thought that each frame would need to be its own file, but in hindsight it makes a lot of sense to do it in one file.

That's really cool!  I'm super excited to give this a shot, but I really should go to bed now.  ;D
Title: Re: Beginning game programming course
Post by: lordnacho on March 09, 2015, 11:04:17 pm
Anyone ever make a sprite sheet before?   I was going to try, but looks so tedious.

Looks like in Unity you can use them but also can break things apart and animate them by key frames.  Like an arm would be it's own object and you can define the paths.  Brings me back to the old days of making Flash animations.
Title: Re: Beginning game programming course
Post by: Vigo on March 09, 2015, 11:35:47 pm
I ended up withdrawing. I wasn't able do the lectures before week 2, and since I can't submit it now, oh well. I'm still going to follow you guys and tinker,  but these two weeks just are too busy for me.

:( I kinda figured you were too busy. Maybe next round.


Anyone ever make a sprite sheet before?   I was going to try, but looks so tedious.

Looks like in Unity you can use them but also can break things apart and animate them by key frames.  Like an arm would be it's own object and you can define the paths.  Brings me back to the old days of making Flash animations.

I've been making sprites in photoshop. Right now, I am just using multiple layers so that the image lines up with each part of the animation. I can also paste bits from the previous frame that I want to keep the same. I plan to make it into a spritesheet, so I assume I would just be placing them in a grid when done. If I was making a 20X20 sprite with 9 frames, I assume I would just then make a 60X60 image and place the sprite in each slot in a 3 by 3 pattern, or a 1 by 9 pattern of 180X20. I assume we program how the sprites are read on a spritesheet.
Title: Re: Beginning game programming course
Post by: lordnacho on March 10, 2015, 09:23:31 am
Yeah pretty sure you can split by whatever dimensions you specify.

I saw this mentioned on a free gaming tools article:
https://www.codeandweb.com/texturepacker (https://www.codeandweb.com/texturepacker)
Looks pretty handy, says it can import from a bunch of file formats including psd
Title: Re: Beginning game programming course
Post by: lordnacho on March 10, 2015, 10:50:54 am
On a side note, there is another class on programming in Perl that starts in June. (Same site, different instructor)
Don't know though if I would have time to do that when the weather is nice and warm.
Got a link to that course?  I don't see it in the search. 
Not sure I'd recommend Perl unless you knew you had a use for it though.  If they had a Python one, I'd suggest that instead.

This one looks interesting, but not sure I'll be able to stick with it
https://www.coursera.org/course/cryptography (https://www.coursera.org/course/cryptography)
Title: Re: Beginning game programming course
Post by: eds1275 on March 10, 2015, 11:56:47 am
Anyone ever make a sprite sheet before?   I was going to try, but looks so tedious.

Looks like in Unity you can use them but also can break things apart and animate them by key frames.  Like an arm would be it's own object and you can define the paths.  Brings me back to the old days of making Flash animations.

I have never made sprite sheets but I did make a 2d character using separate pieces that fit together and spat projectiles when I pushed the button. Not only can you animate movement, but scale and size, so I made a pretty slick looking trumpet mouth that patooied nicely. I'll see if I can find it.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 10, 2015, 12:20:27 pm
Got a link to that course?  I don't see it in the search. 
Not sure I'd recommend Perl unless you knew you had a use for it though.  If they had a Python one, I'd suggest that instead.

I cant find it now either, but I think my eyes were crooked last night. Im pretty sure the course I saw (at work), was on python, not perl:

https://www.coursera.org/course/pythonlearn (https://www.coursera.org/course/pythonlearn)

Starts in June (wonderful time of year weather wise in my part of the world).
But there is another one in October, I may sign up for that one, will have to see what I have going on then.
This class we are on now is eating up a lot of my time, more than I thought it would.
Title: Re: Beginning game programming course
Post by: shponglefan on March 10, 2015, 12:26:23 pm
Anyone ever make a sprite sheet before?   I was going to try, but looks so tedious.

Looks like in Unity you can use them but also can break things apart and animate them by key frames.  Like an arm would be it's own object and you can define the paths.  Brings me back to the old days of making Flash animations.

Back in the day I did for map tiles, but not specifically for character animation.  I imagine it wouldn't be too difficult to animate individual components of a character in XNA.  You'd just need to define multiple sprite textures and associated behaviour as part of your class.

I could see doing this especially for very large game characters (i.e. huge end of level bosses) where it would be impractical to have everything as a single sprite.
Title: Re: Beginning game programming course
Post by: lordnacho on March 10, 2015, 01:34:28 pm
I cant find it now either, but I think my eyes were crooked last night. Im pretty sure the course I saw (at work), was on python, not perl:

https://www.coursera.org/course/pythonlearn (https://www.coursera.org/course/pythonlearn)

Starts in June (wonderful time of year weather wise in my part of the world).
But there is another one in October, I may sign up for that one, will have to see what I have going on then.
This class we are on now is eating up a lot of my time, more than I thought it would.
Messed up and deleted what I wrote.
I may take this too.  Python seems pretty powerful and fast.  Have used it for simple scripts at work and a couple at home for grabbing mame roms based on hyperspin favorite lists so I could copy the roms to my raspberry pi.


I have never made sprite sheets but I did make a 2d character using separate pieces that fit together and spat projectiles when I pushed the button. Not only can you animate movement, but scale and size, so I made a pretty slick looking trumpet mouth that patooied nicely. I'll see if I can find it.
Ah cool.  Feel like I could hack something together this route vs photoshop and making each frame.  Always wished I had more artistic abilities.

Back in the day I did for map tiles, but not specifically for character animation.  I imagine it wouldn't be too difficult to animate individual components of a character in XNA.  You'd just need to define multiple sprite textures and associated behaviour as part of your class.

I could see doing this especially for very large game characters (i.e. huge end of level bosses) where it would be impractical to have everything as a single sprite.
I'm betting this is what Unity does behind the scenes.  Unity does use C# too.  Will try and see if it generates some code.

Hopefully the class goes into this.   Sprites are cool but I can't imagine how much time it takes.  I looked at the sprite sheets for some simple games like Braid and there were a lot of frames.
Title: Re: Beginning game programming course
Post by: eds1275 on March 10, 2015, 03:01:31 pm
Ah cool.  Feel like I could hack something together this route vs photoshop and making each frame.  Always wished I had more artistic abilities.

Skip to 4:30 to see animating separate parts of this peanut man to see one way to do it in unity!
 http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview (http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview)
Title: Re: Beginning game programming course
Post by: lordnacho on March 11, 2015, 11:50:39 am
Skip to 4:30 to see animating separate parts of this peanut man to see one way to do it in unity!
 http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview (http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview)
Yeah this was the video that made me switch over and try out Unity. 

Went out and bought a small Wacom tablet.  Hoping to figure the thing out and get some artwork going. 
Title: Re: Beginning game programming course
Post by: shponglefan on March 11, 2015, 12:24:18 pm
Went out and bought a small Wacom tablet.  Hoping to figure the thing out and get some artwork going.

Nice!  Wacom Tablets are very nice tools.  :applaud:

What size did you get?
Title: Re: Beginning game programming course
Post by: lordnacho on March 11, 2015, 12:47:59 pm
Nice!  Wacom Tablets are very nice tools.  :applaud:

What size did you get?
Went with the small pen/touch one, although already turned touch off.  Wanted medium, but not for an extra hundred bucks.
Looked at other brands(like monoprice), and just saw too many mixed reviews.
Title: Re: Beginning game programming course
Post by: EssexMame on March 11, 2015, 12:50:35 pm
Struggling this week! The stuff learnt in the course (ifs etc) is no problems but passing/using the spriteBatch to Rock.Draw I've not a clue! Is it something made more obvious by owning the book?
Title: Re: Beginning game programming course
Post by: JDFan on March 11, 2015, 01:39:57 pm
Struggling this week! The stuff learnt in the course (ifs etc) is no problems but passing/using the spriteBatch to Rock.Draw I've not a clue! Is it something made more obvious by owning the book?

Since the rock class has the draw function in it you just need to tell the rock to draw itself. so in the game.cs you just need to check whether the rock exists ( is not null ) to keep from crashing the program. and then tell the rock (firstRock or whatever name you used) to draw itself using the draw function of the rock.cs something like :

Code: [Select]
   
             if (firstRock != null)
            {
                firstRock.Draw(spriteBatch);
            }

And then do the same for the other 2 rocks in between the spriteBatch.begin() and end

In the Rock.cs
You just check if the rock is not outsideWindow (ie. it is on the window and needs to be drawn) and if it is then call the draw routine by passing it the variables he declared in the begining of the rock.cs for the variables of the draw routine.
Code: [Select]
   // save sprite and set draw rectangle
            this.sprite = sprite;
            drawRectangle = new Rectangle
and Color.White (since we just want the color of the sprite to be used)

 
so that portion would be something like
Code: [Select]
{
            //-----------------------------------------------------------
            // STUDENTS: Only draw the rock if it's inside the window
            //-----------------------------------------------------------

            if (! OutsideWindow)
            {
                //------------------------------------------------------------------
                // STUDENTS: Draw the rock
                // Caution: Don't include spriteBatch.Begin or spriteBatch.End here
                //------------------------------------------------------------------

                spriteBatch.Draw(sprite, drawRectangle, Color.White);
            }
        }
Title: Re: Beginning game programming course
Post by: DaOld Man on March 11, 2015, 01:44:58 pm
Struggling this week! The stuff learnt in the course (ifs etc) is no problems but passing/using the spriteBatch to Rock.Draw I've not a clue! Is it something made more obvious by owning the book?

I have found using the forum on the coursea site very useful.
Just search for the problem you are having and you will probably get several answers, most are right but some don't work.
Looks like JDFan answered your question while I was typing!
Title: Re: Beginning game programming course
Post by: EssexMame on March 11, 2015, 04:06:36 pm
Thanks both - just what I needed! I'd seen the Draw in Rock but just couldn't get the code right on how to call it...
Title: Re: Beginning game programming course
Post by: empardopo on March 12, 2015, 03:12:32 am
Someone is using Windows 8 with Visual C# 2010 and XNA Game Studio 4?
It's impossible to install the XNA. I always get an error...

Thanks in advance.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 12, 2015, 04:28:21 am
Im using Win 7 64 bit, so cant help you much on that. Try searching the forum on the coursea website.

I am finished with my assignment for week 3. I printed out the "Coding standards" and intend to double check my code to make sure its all up to the standards before I submit it.
Also have finished my assessments from week 2's assignment.
This class is a lot of work, but I think Im beginning to understand C# and XNA a little now.
The forum on the website is a very good tool.
Title: Re: Beginning game programming course
Post by: empardopo on March 12, 2015, 07:11:00 am
Im using Win 7 64 bit, so cant help you much on that. Try searching the forum on the coursea website.

I am finished with my assignment for week 3. I printed out the "Coding standards" and intend to double check my code to make sure its all up to the standards before I submit it.
Also have finished my assessments from week 2's assignment.
This class is a lot of work, but I think Im beginning to understand C# and XNA a little now.
The forum on the website is a very good tool.

Thanks! I'll try take a look that forum.
Title: Re: Beginning game programming course
Post by: EssexMame on March 12, 2015, 07:23:02 am
Just noticed in the syllabus eek 4 has "no new topics" - i.e. No video lectures. Just the start of the overall/main project it seems. Enjoying the course, though OO/XNA programming is so much different to what I'm used to.

Week 4
No new topics

Required Work
Project Increment 1
Title: Re: Beginning game programming course
Post by: edekoning on March 12, 2015, 09:22:57 am
Just saw this topic, too late to enter now :'( Hope they will have a future course.

Good luck to all that enrolled, and happy coding ;D

Title: Re: Beginning game programming course
Post by: lordnacho on March 12, 2015, 09:31:52 am
Someone is using Windows 8 with Visual C# 2010 and XNA Game Studio 4?
It's impossible to install the XNA. I always get an error...

Thanks in advance.
This is from the coursera page on setting up your dev env

XNA Game Studio Installation Problems on Windows 8
If you have problems installing XNA Game Studio 4.0 Refresh on Windows 8, make sure you downloaded and installed the Games for Windows Marketplace Client from the link at the top of this course page. You may also find the following link useful: http://stackoverflow.com/questions/12849107/how-to-install-the-xna-game-studio-4-0-in-windows-8. (http://stackoverflow.com/questions/12849107/how-to-install-the-xna-game-studio-4-0-in-windows-8.) I haven't used the recommended steps in the post, but Stack Overflow is usually a pretty good source for problem solutions.
Title: Re: Beginning game programming course
Post by: lordnacho on March 12, 2015, 09:36:22 am
Just noticed in the syllabus eek 4 has "no new topics" - i.e. No video lectures. Just the start of the overall/main project it seems. Enjoying the course, though OO/XNA programming is so much different to what I'm used to.

Week 4
No new topics

Required Work
Project Increment 1
Hm you're right.  Seems odd not to teach something for an entire week.
And how is the project different from the usual assignments?
Title: Re: Beginning game programming course
Post by: JDFan on March 12, 2015, 10:17:22 am
Just noticed in the syllabus eek 4 has "no new topics" - i.e. No video lectures. Just the start of the overall/main project it seems. Enjoying the course, though OO/XNA programming is so much different to what I'm used to.

Week 4
No new topics

Required Work
Project Increment 1
Hm you're right.  Seems odd not to teach something for an entire week.
And how is the project different from the usual assignments?

Think it might be because the course used to be 8 weeks instead of 12 so they added a couple breaks in to solidify the learning and give time to get caught up.
Title: Re: Beginning game programming course
Post by: shponglefan on March 12, 2015, 11:10:18 am
Someone is using Windows 8 with Visual C# 2010 and XNA Game Studio 4?
It's impossible to install the XNA. I always get an error...

Thanks in advance.

As an alternative, you could try Visual Studio Express 2013 and Monogame 3.2 (it's built on XNA 4).

The caveat is that Monogame is a bit different than XNA 4 and not everything works exactly the same.  But it's relatively close.
Title: Re: Beginning game programming course
Post by: shponglefan on March 12, 2015, 11:17:35 am
Just noticed in the syllabus eek 4 has "no new topics" - i.e. No video lectures. Just the start of the overall/main project it seems. Enjoying the course, though OO/XNA programming is so much different to what I'm used to.

Week 4
No new topics

Required Work
Project Increment 1
Hm you're right.  Seems odd not to teach something for an entire week.
And how is the project different from the usual assignments?

Presumably it would be a program that we would build on week over week.  I can find anything specifically posted about it though.

There's also reference to an optional project at the end of the course, so I wonder if there are two different projects?
Title: Re: Beginning game programming course
Post by: Generic Eric on March 12, 2015, 11:45:16 am
Someone is using Windows 8 with Visual C# 2010 and XNA Game Studio 4?
It's impossible to install the XNA. I always get an error...

Thanks in advance.

As an alternative, you could try Visual Studio Express 2013 and Monogame 3.2 (it's built on XNA 4).

The caveat is that Monogame is a bit different than XNA 4 and not everything works exactly the same.  But it's relatively close.

(http://i.imgur.com/AxmSvO8.png)

Is it required at CU?  I find it distracting with that there are extra steps for a thing I am not using. 
I'm over it by now; I'm not trying to follow those monogame steps, but its clutter-some now.
Title: Re: Beginning game programming course
Post by: lordnacho on March 12, 2015, 11:52:13 am
Microsoft no longer supports or adds features to XNA.  So Monogame is a fork(I guess) of XNA, and has added features already.
Title: Re: Beginning game programming course
Post by: shponglefan on March 12, 2015, 11:58:04 am
(http://i.imgur.com/AxmSvO8.png)

Is it required at CU?  I find it distracting with that there are extra steps for a thing I am not using. 
I'm over it by now; I'm not trying to follow those monogame steps, but its clutter-some now.

Monogame is a volunteer project to continue XNA development; basically keeping XNA alive and adding features and support for newer platforms.  Microsoft officially ended XNA support back in 2014 I believe.

The shooter game I was working on in the game idea thread is built with Monogame and Visual Studio Express 2013.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 12, 2015, 12:04:37 pm
Microsoft no longer supports or adds features to XNA.  So Monogame is a fork(I guess) of XNA, and has added features already.

(http://i.imgur.com/AxmSvO8.png)

Is it required at CU?  I find it distracting with that there are extra steps for a thing I am not using. 
I'm over it by now; I'm not trying to follow those monogame steps, but its clutter-some now.

Monogame is a volunteer project to continue XNA development; basically keeping XNA alive and adding features and support for newer platforms.  Microsoft officially ended XNA support back in 2014 I believe.

The shooter game I was working on in the game idea thread is built with Monogame and Visual Studio Express 2013.

Thanks.  I knew support had ended for XNA.  Your explanation of Monogame has allowed me to understand the situation.  Thanks for your input.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 12, 2015, 01:02:29 pm
Finished and submitted Week3 assignment.
Im not posting a video of the final project, Ive seen enough rocks flying off the screen LOL
But if anyone REALLY wants to see it, I will post the video.
Got week 2 evals done, so now I can sit back and relax... wait.. gotta go to work (the real work that pays me money) LOL No rest for the wicked I guess.
Title: Re: Beginning game programming course
Post by: eds1275 on March 12, 2015, 04:03:41 pm
Finished and submitted Week3 assignment.
Im not posting a video of the final project, Ive seen enough rocks flying off the screen LOL
But if anyone REALLY wants to see it, I will post the video.
Got week 2 evals done, so now I can sit back and relax... wait.. gotta go to work (the real work that pays me money) LOL No rest for the wicked I guess.

Yeah I'm hoping to find time to finish up week 3 project... busy busy busy this week!
Title: Re: Beginning game programming course
Post by: Admiral688 on March 13, 2015, 12:10:34 am
I ended up withdrawing. I wasn't able do the lectures before week 2, and since I can't submit it now, oh well. I'm still going to follow you guys and tinker,  but these two weeks just are too busy for me.
I hear ya. I had to do the same because I need to get some certs done.
Title: Re: Beginning game programming course
Post by: shponglefan on March 13, 2015, 11:08:26 pm
More assignment 3 fun.  No 'splosions (yet), but some experiments to see what sort of patterns 'n things could be generated:

Programming Assignment 3 extended - Spiral (http://www.youtube.com/watch?v=8ltHU-VetQI#ws)

Programming Assignment 3 extended - Coloured Streamers (http://www.youtube.com/watch?v=4eV4WObDQ5U#ws)

Programming Assignment 3 extended - Rock snakes (http://www.youtube.com/watch?v=GPgIMxgMPOo#ws)
Title: Re: Beginning game programming course
Post by: shponglefan on March 14, 2015, 10:42:33 am
Project increment 1 has been posted.  Haven't looked at all the code yet, but the project is making a basic 2D shooter gamer.  Albeit one that involves teddy bears and burgers.
Title: Re: Beginning game programming course
Post by: JDFan on March 14, 2015, 12:41:51 pm
Project increment 1 has been posted.  Haven't looked at all the code yet, but the project is making a basic 2D shooter gamer.  Albeit one that involves teddy bears and burgers.

Looks like it should be a fairly easy week - no new video lectures and just setting up and getting the first part of the game going (drawing the burger and having the teddybear move around on screen) but you never know what kind of curves might crop up !
Title: Re: Beginning game programming course
Post by: DaOld Man on March 14, 2015, 05:40:32 pm
Ok, im having trouble with the instructions for Project Increment 1:

Step1:
1. Add code to the GameLoadContent method.....
It doesn't like whatever I try to put in for the constructor..

Title: Re: Beginning game programming course
Post by: JDFan on March 14, 2015, 11:56:02 pm
Ok, im having trouble with the instructions for Project Increment 1:

Step1:
1. Add code to the GameLoadContent method.....
It doesn't like whatever I try to put in for the constructor..

Took awhile but this is what I ended up using :
Code: [Select]
// add initial game objects

            burger = new Burger(Content, "burger", GameConstants.WINDOW_WIDTH / 2, (GameConstants.WINDOW_HEIGHT - (GameConstants.WINDOW_HEIGHT / 8)), null);

burger was the Burger object he already declared for us - in his PDF file he told us to use Content for the first argument - the second argument is the name of the .png sprite we are using in "  "s, Third argument he says to use something that centers the sprite in the horizontal (x axis) center of the window ( and he  used GameConstants.WINDOW_WIDTH for the graphics.PreferredBackBufferWidth setting so that represents the Window width so dividing that by 2 gives us the horizontal center ) and then for the Y setting he says 1/8th up from the bottom of the window - so  GameConstants.WINDOW_HEIGHT is the bottom of the window so subtracting (GameConstants.WINDOW_HEIGHT/8) from that gives us the vertical position he wanted. ANd for now he says to use null for the final argument.

Hope that makes sense !!

And a pic of the result once you finish the draw steps:
Title: Re: Beginning game programming course
Post by: shponglefan on March 15, 2015, 12:24:30 pm
Project Increment #1:

Project Increment 1 (http://www.youtube.com/watch?v=ZLjMCP8BiU4#)

One thing that did initially confuse me was the SPAWN_BORDER_SIZE for setting the bears to spawn within the border.  Although I think it's fine now.

A way to test this as suggested on the course forums was to add some loop code to spawn more than one bear in the LoadContent() method.

Code: [Select]
for (int i=0; i<1000; i++)
{
     SpawnBear();
}

And by commenting out the bear.Update(gameTime) code, you'll get a bunch of static bears:
Title: Re: Beginning game programming course
Post by: JDFan on March 15, 2015, 05:18:22 pm
That same loop using 25 or so instead of 1000 can be useful to see the random movement of the teddy bears also to make sure you are getting random speeds and directions. :cheers:
Title: Re: Beginning game programming course
Post by: eds1275 on March 16, 2015, 11:06:34 am
I didn't get to finish week 3 assignment, directed a short film yesterday and was so exhausted that I went to bed in the afternoon. I swill still finish it, just not in time for marks!
Title: Re: Beginning game programming course
Post by: EssexMame on March 16, 2015, 12:03:01 pm
what happens if you don't submit assignments - is that course over, or do you just get zero for that week?
Title: Re: Beginning game programming course
Post by: Generic Eric on March 16, 2015, 12:16:08 pm
what happens if you don't submit assignments - is that course over, or do you just get zero for that week?
There is a post, I'll try to find out the formula for how the labs are weighted.

But you can not turn something in and still progress.  Grades matter, but only really matter for the cert.

Also, keep in mind that the grades are done by peer review.  You could get marked down by someone that didn't understand lesson.

I've ran the submitted code instead of relying on a video.  At least for the first 2 weeks.
Title: Re: Beginning game programming course
Post by: JDFan on March 16, 2015, 12:18:37 pm
what happens if you don't submit assignments - is that course over, or do you just get zero for that week?

Each weeks assignment is 8% of the grade so if you miss one assignment best you can get is a 92% still plenty of room to get the needed 70%.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 16, 2015, 01:16:22 pm
Got my Week3 evaluations done and week 4 gameproject Inc.1 finished and submitted.

About the gameproject: Make sure you name it GameProject at the start, I had named mine Burger_Game and I couldn't get hamburger or teddy bear to display.
Deleted it, started all over with name= GameProject and the above suggestions worked.
I have decided that I will wind up either hating or loving XNA, currently the scales are edging more towards the hate side. LOL
Title: Re: Beginning game programming course
Post by: shponglefan on March 16, 2015, 08:35:02 pm
I have decided that I will wind up either hating or loving XNA, currently the scales are edging more towards the hate side. LOL

I'm really liking XNA so far.  What really impresses me is all the built-in functionality: sprite rotations, scaling, alpha blending, sound, music, content support...  No extra coding required, it's all ready to go.
Title: Re: Beginning game programming course
Post by: shponglefan on March 16, 2015, 08:42:08 pm
what happens if you don't submit assignments - is that course over, or do you just get zero for that week?

I haven't submitted any assignments and haven't noticed any impact.  I guess it would affect the final grade.  But the lectures and subsequent assignments show up just fine.
Title: Re: Beginning game programming course
Post by: Generic Eric on March 16, 2015, 09:20:01 pm
If you don't submit, you are not able to evaluate.
Title: Re: Beginning game programming course
Post by: shponglefan on March 16, 2015, 09:31:44 pm
If you don't submit, you are not able to evaluate.

True, there is that.
Title: Re: Beginning game programming course
Post by: EssexMame on March 17, 2015, 09:15:00 am
What is meant in Project Increment 1 by:

Add code to the Game1 LoadContent method to spawn a single teddy bear. Do this with the following
code:
SpawnBear();

Is it just teddy = SpawnBear();

and if so what/where/how is teddy defined?
Title: Re: Beginning game programming course
Post by: JDFan on March 17, 2015, 10:05:41 am
What is meant in Project Increment 1 by:

Add code to the Game1 LoadContent method to spawn a single teddy bear. Do this with the following
code:
SpawnBear();

Is it just teddy = SpawnBear();

and if so what/where/how is teddy defined?



Actually just SpawnBear(); the rest is taken care of in the teddybear class so that SpawnBear() returns a ready to use teddy with all needed info. (after you make your code changes in parts 2-8 and step 3) but it can already draw the bear on screen when you just use SpawnBear() until you add the rest of the steps in the teddybear.cs


Title: Re: Beginning game programming course
Post by: DaOld Man on March 17, 2015, 11:07:38 am
Im having trouble in Inc. 2 step 2.2.
I cannot figure out how to use the GetProjectileSprite method to return the app. sprite??
Title: Re: Beginning game programming course
Post by: JDFan on March 18, 2015, 11:14:23 pm
Anyone that would like another book to read for reference I came across this free download for a book used as part of another class at University of Hull which also includes a download link for the class materials they use also free to download which might come in handy if you want another source --

http://www.robmiles.com/c-yellow-book/ (http://www.robmiles.com/c-yellow-book/)
Title: Re: Beginning game programming course
Post by: lordnacho on March 19, 2015, 09:44:26 am
Think I'm going to skip over the project increments, but will stick with the videos and maybe the other assignments. 

Stil tinkering with my 2d scroller in Unity, I'm pretty hooked with that so any free time I'd rather use towards that.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 20, 2015, 09:54:22 pm
Anybody want to give me an example of the GetProjectileType?
Title: Re: Beginning game programming course
Post by: lordnacho on March 23, 2015, 10:38:35 pm
Everybody still in?
Started assignment 4, works on the first collection, but after he misses and goes off screen.  Will look at it later in the week.

Anybody want to give me an example of the GetProjectileType?
Did you ever figure this out?  I skipped the project increment
Title: Re: Beginning game programming course
Post by: shponglefan on March 23, 2015, 11:07:47 pm
Everybody still in?
Started assignment 4, works on the first collection, but after he misses and goes off screen.  Will look at it later in the week.

I'm still in, just haven't gotten to the course stuff yet this week.  I'm interested to learn about the gamepad stuff though.
Title: Re: Beginning game programming course
Post by: JDFan on March 24, 2015, 01:51:32 am
Everybody still in?
Started assignment 4, works on the first collection, but after he misses and goes off screen.  Will look at it later in the week.

That one is probably due to the integer rounding in this step :

Code: [Select]
            // STUDENTS: update location based on velocity if teddy is collecting
            // You should update the location vector (which is at the center of
            // the teddy) first using the velocity vector and the elapsed game time,


            // then update the draw rectangle properties so the teddy is drawn
            // centered on the location vector
            // This gives us accurate movement toward the target so we don't miss
            // the target due to rounding error

You have to be sure to do this in the 2 steps ( 1st step I bolded, 2nd step left without Bolding) - (EDIT : seems Bolding doesn't work in a code box so separated with a couple blank lines )and only cast to (int) for the update of the drawRectangle portion in the second step -- so leave the first step without a cast to (int) and don't update the drawRectangle in the same step as the location update since that requires the (int) typecast and causes rounding errors that make teddy miss the pickups.
I've included the code I used in the Spoiler below if you want to look at it.




            if (Collecting)
            {
               location.X += (velocity.X * gameTime.ElapsedGameTime.Milliseconds);
                location.Y += (velocity.Y * gameTime.ElapsedGameTime.Milliseconds);
                drawRectangle.X = (int)location.X - halfDrawRectangleWidth;
                drawRectangle.Y = (int)location.Y - halfDrawRectangleHeight;
            }
Title: Re: Beginning game programming course
Post by: JDFan on March 24, 2015, 02:31:16 am
Anybody want to give me an example of the GetProjectileType?

Do you mean the code for creating a frenchFries Projectile ??

IF so here is what I used going off of the pdf file notes :


 Projectile frenchFries = new Projectile(ProjectileType.FrenchFries,
                 Game1.GetProjectileSprite(ProjectileType.FrenchFries),
                 drawRectangle.X + GameConstants.FRENCH_FRIES_PROJECTILE_OFFSET,
                 drawRectangle.Y + GameConstants.FRENCH_FRIES_PROJECTILE_OFFSET,
                 GameConstants.FRENCH_FRIES_PROJECTILE_SPEED);


And a quick Video (haven't worked on adding the explosions and other collision resolutions yet - so only frenchFries hitting Teddies and deactivating both is working so far :

http://youtu.be/NEQHB9Y8HrQ (http://youtu.be/NEQHB9Y8HrQ)

Title: Re: Beginning game programming course
Post by: eds1275 on March 24, 2015, 09:51:03 am
I'm still in. I submitted my Increment 1 a few hours before the deadline.
Title: Re: Beginning game programming course
Post by: lordnacho on March 24, 2015, 07:21:41 pm
Yep was the int/float thing.  Thanks
Title: Re: Beginning game programming course
Post by: EssexMame on March 25, 2015, 07:52:12 am
I'm still in. Shocked by how I completely forget how to draw an object in the centre of the screen - I forget EVERY week... Still maybe it'll sink in sometime..
Title: Re: Beginning game programming course
Post by: lordnacho on March 25, 2015, 09:22:38 am
I'm still in. Shocked by how I completely forget how to draw an object in the centre of the screen - I forget EVERY week... Still maybe it'll sink in sometime..
Yeah I just keep the previous assignment open and copy and paste stuff in, probably not the best way to learn it.
Title: Re: Beginning game programming course
Post by: Vigo on March 25, 2015, 10:43:54 am
My method is to print out the code on my assignments and labs, write notes of what each section of code accomplishes, and highlight them. That way I am at least forcing myself to find the answer and type it in again.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 25, 2015, 09:41:00 pm
Programming assignment 4 is done and handed in.
I may go thru it some more to double check Coding Standards.

(Tried to post my video here, but this site wont let me, not sure why.)
Title: Re: Beginning game programming course
Post by: eds1275 on March 25, 2015, 09:47:52 pm
Is anyone working on any "extra cirricular" projects? I see the Space Shooter is forging ahead. I wrapped up Ramp and Roll, and started 3d modelling for 2 other games, one arcade basketball sim and one lawn darts thing.


(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/s720x720/10665763_10155329771310246_6580286913722099264_n.jpg?oh=39487d9b7382bb96e47636901e1beb49&oe=55BD00E2&__gda__=1437425693_615474b744c439d875a6ae2b81b14593)

(https://scontent-sea.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/s720x720/11034896_10155306341905246_424452893534752978_n.jpg?oh=e2e32fdf6a2da4abca9482a6cbefcc25&oe=557359D0)
Title: Re: Beginning game programming course
Post by: EssexMame on March 26, 2015, 12:27:09 pm
Well behind this week! I'm not even onto the "new" stuff yet and can't get my Teddy in the center of the screen!

I have this in Game1.cs.LoadContent:

            // STUDENTS: create teddy object centered in window
            Vector2 location = new Vector2(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
            teddy = new Teddy(teddySprite, location);

and this in Teddy.cs:
           // STUDENTS: set draw rectangle so teddy is centered on location
            drawRectangle = new Rectangle((int)location.X - sprite.Width / 2, (int)location.Y - sprite.Height / 2, sprite.Width, sprite.Height);

Yet my Teddy seems to be centered X (width) but NOT Y (height) where it seems to be nearer the bottom!


What am I doing wrong/stupid? I've had so many variations of the above (all essentially the same code) and my X/Y seem right if I trace it but it's just not putting the damn Teddy in the middle!!

EDIT: Typical! You post a question and instantly the next thing I read on the course forums (and I've been looking at for hours) helped me! I'd not yet done the following - the instructions hadn't yet asked for it and in all honesty I don't really know what this does (mentioned in passing during week 1 ) but mine was all wrong I assume as the resolution was the factor as it's now bang in the center!

            // STUDENTS: set resolution and make mouse visible
            graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
            graphics.PreferredBackBufferHeight = WINDOW_HEIGHT;
Title: Re: Beginning game programming course
Post by: DaOld Man on March 26, 2015, 09:40:08 pm
Did you figure out the make mouse visible?
Ismouse.visible = true;

Also be sure you set your WINDOW_WIDTH and WINDOW_HEIGHT

 GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        const int WINDOW_WIDTH = 800;
        const int WINDOW_HEIGHT = 600;

(Im sure you already did this.)
Title: Re: Beginning game programming course
Post by: EssexMame on March 27, 2015, 06:44:20 am
Thanks, I got the mouseVisible part - I think I stumbled across that in the forums actually whilst looking for help with my problem :-)

The const were set by Dr. T but it was the resolution part I'd not got. Like I say, we did cover that, but it was almost in passing in an early part of the course and I think that particular code has been done for us subsequently (until now).

Anyway - infuriating though it was - it's now solved and I don't expect I'll forget that again :-)

Oddly, the newer stuff - Lists and mouse etc are coming along well - I suppose that is fresher in my mind from the recent videos. It's a more fun/rewarding assignment this one - an actual game of sorts - and some of the repeated stuff (drawing/moving teddies etc) is slowly sinking in.
Hopefully it will stick when it's other objects or all my future "World Famous" and multi-million pound/dollar making games that I develop will feature teddies, burgers, rocks and odd looking "pickup" men.... :-)
Title: Re: Beginning game programming course
Post by: EssexMame on March 27, 2015, 08:17:06 am
Phew! Done. That's taken a long time this week. Still, I think it was a more rewarding assignment and I think I'm even finally starting to remember what a vector is :-)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 27, 2015, 08:21:49 pm
Anybody want to give me an example of the GetProjectileType?
Did you ever figure this out?  I skipped the project increment

Not yet, although i plan to checkout the hint that JDFan posted. Ive been directing all my energy towards the week 5 assignment (assignment 4). I have that done so now I can concentrate on project increment 2.
Its due next week.
Title: Re: Beginning game programming course
Post by: DaOld Man on March 27, 2015, 08:23:33 pm
Phew! Done. That's taken a long time this week. Still, I think it was a more rewarding assignment and I think I'm even finally starting to remember what a vector is :-)

Agreed. It was very trying, making me think, which also made my head hurt.  :dizzy:
Title: Re: Beginning game programming course
Post by: DaOld Man on March 27, 2015, 08:27:00 pm
On a side note: The lectures about xbox 360 controllers made me wonder how hard it would be to hack one to turn your monitor or switch the joystick from 8 to 4 way??
(REF: The force feedback lecture)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 30, 2015, 12:02:23 pm
Everyone still in on this?
Im up to date.
Have Project Incr. 2 done, haven't submitted it yet. (Got till next Sunday).
Title: Re: Beginning game programming course
Post by: Vigo on March 30, 2015, 12:40:29 pm
Yeah, I am in it, although I am am not gonna lie. Without massive help from people like JD (Thank, man!) on the course forums. I would have been sunk long ago. I think this is just not my style of learning. I feel like the gaps between the lecture and the assignments are pretty severe, and using the book and google to fill them only gives me information that is hard for me to use in a repeated sense. I would prefer to have more labs that pull the concepts together before that leap to the assignment.

I'm gonna need to do some more substantial supplemental training soon.

I'm probably gonna start with some of the official tutorials -

http://xbox.create.msdn.com/en-US/education/tutorial/2dgame/getting_started (http://xbox.create.msdn.com/en-US/education/tutorial/2dgame/getting_started)
Title: Re: Beginning game programming course
Post by: DaOld Man on March 30, 2015, 01:16:01 pm
Vigo, I totally agree.
They said this is for anyone who had no programming experience at all, but I honestly feel like it is not.
I have never programmed with XNA or C#, but I have done some in VB and C++, and I still feel lost and have to search the forum and fall back on JD too.
I keep hoping a light will turn on and all will fall in place.
If I didn't have others to help out, I would have given up a while back too.
I didn't buy the book, is it really that much help?

Edit: Just checked out that link you posted. Looks interesting, I may have to try it.
Title: Re: Beginning game programming course
Post by: eds1275 on March 30, 2015, 01:51:37 pm
I have been programming for over a year in C# and before that it was basic 2 on my commodore 64, like 20 years ago. I am finding this course absolutely ridiculous in terms of difficulty jumps from one week to the next. I am learning, but the way he goes about things and makes assumptions... he isn't a good teacher. I am going to stick with it to the end, because I am learning some stuff. I find that the code works but he hasn't really gone out of his way to explain how or why it works, and I feel without that knowledge, I am just typing gibberish that isn't going to stick in my mind.

I am using that random range thing a lot in this other game I'm working on right now though to add subtle variation in pitch to randomly selected sound samples to add some variety to basketball sounds.
Title: Re: Beginning game programming course
Post by: Vigo on March 30, 2015, 05:24:09 pm
I have been programming for over a year in C# and before that it was basic 2 on my commodore 64, like 20 years ago.

Not that I was great with BASIC, but that is my jump as well. Also some VBA for the work I do in excel. I know it is outdated programming, but I just miss GOTO commands.  :D

I didn't buy the book, is it really that much help?

Yes and no. I think it holds most information needed, but everything is in a conversational format, so it isn't a matter of just locating the extra pieces that he didn't cover in his videos, you have to dig into the story of the book. Using the course forums are just easier. So far, every pitfall I have run into has been done by someone else.
Title: Re: Beginning game programming course
Post by: EssexMame on March 31, 2015, 04:38:39 am
Glad it's not just me :-) I understand and follow all the video lectures and each week think I'll just be putting that into practice in the assignment. I understand a little extra learning as part of it in this type of course but it seems like the assignments are totally different to the lectures. I mean, this week, we learnt all about the mouse and buttons etc but then in the assignment that was already done for us and we are back to vectors :-)

I'm from an IT/programming background but this just isn't sinking in, at all. I'm getting through each week but it never feels like I've done it, and more like I've finally found the answers on the forums or here!
Title: Re: Beginning game programming course
Post by: arquillos on March 31, 2015, 05:00:27 pm
I´m still in.
I got increment 2 done but doubting about Teddy´s projectile starting location.
I really can´t get a nice projectile Y starting point using the OFFSET.
The "best way" to get the Teddy projectile it´s not using the offset and just releasing the projectile from the bottom of the Teddy bear but I think that this is not going to be a "correct" solution :(:(:(
Title: Re: Beginning game programming course
Post by: EssexMame on April 02, 2015, 10:12:11 am
Interesting to note the email of encouragement from Dr. T to stick with it. Like DaOldMan said, it's not for beginners. Not to total programming beginners anyway. How you'd cope struggling with the basics like IF statements alongside all the new XNA stuff and vectors I've no idea.

By way of encouragement to those still on it and haven't yet tackled Project Increment 2 it seemed easier to me - more logical step-by-step and I was starting to remember some stuff (or at least where to look it up in the other projects). I'm not done yet but Steps 1-4 have gone fairly smoothly. It helps too as its moving a burger around and shooting with the mouse (like Centipede and a trackball) and it's starting to look like a game.
Title: Re: Beginning game programming course
Post by: Vigo on April 02, 2015, 11:05:21 am
That is good to know. I will probably be tackling it tonight, so I hope I find it a bit more logical as well.
Title: Re: Beginning game programming course
Post by: shponglefan on April 02, 2015, 11:27:27 am
Interesting to note the email of encouragement from Dr. T to stick with it. Like DaOldMan said, it's not for beginners. Not to total programming beginners anyway. How you'd cope struggling with the basics like IF statements alongside all the new XNA stuff and vectors I've no idea.

Ya, I'm really surprised he didn't teach all the logical stuff first, before getting into XNA-specific graphics and input.  The way the course is structured seems a bit backwards.
Title: Re: Beginning game programming course
Post by: EssexMame on April 02, 2015, 11:44:00 am
Only took a few hours Vigo - not too strenuous this one. Fun too - it's moving a sprite and firing so is certainly game programming this one!

I'm all done, which means I've completed week 6 and am half way there.. Phew!
Title: Re: Beginning game programming course
Post by: JDFan on April 03, 2015, 10:46:16 am
JUst a quick reminder for those that may have been finished for awhile -- be sure that you submit your Project increment 2 ( I just checked and had not pressed submit yet and it had been uploaded so long ago I'm glad I went back and checked !!) Figure there might be a few others that had done the same so figured a reminder here wouldn't hurt.
Title: Re: Beginning game programming course
Post by: lordnacho on April 04, 2015, 09:39:51 pm
Hate to be the buzzkill, but I'm giving up on the projects entirely now.  Will watch the videos, but I refuse to work on his dumb teddy bear projects.  I get 0 gratification from finishing these. 
Although this new assignment seems somewhat of a breath of fresh air in that you aren't forced into his path of doing things, ie filling out snippets where he says to.  He should have at least said use whatever sprites you want.

I agree his methods of teaching coding are pretty bizarre.  For loops after controller vibrations, wtf.

What I'd really like is a course that goes into game design, more on the art side of it.  Game mechanics are done and can be googled for, but it's the art, level design, etc that I'm struggling with.
Title: Re: Beginning game programming course
Post by: DaOld Man on April 11, 2015, 03:20:22 am
Programming assignment 5 done and submitted.
Looks like some interesting stuff coming up in the next couple weeks.
Who all is still in?
Title: Re: Beginning game programming course
Post by: headkaze on April 11, 2015, 05:25:04 am
Game mechanics are done and can be googled for, but it's the art, level design, etc that I'm struggling with.

Check out gamedev.net (http://www.gamedev.net/)
Title: Re: Beginning game programming course
Post by: EssexMame on April 12, 2015, 12:30:24 pm
Yep, still in. Hoping to get ahead this week with Week 9 also released this week.
Title: Re: Beginning game programming course
Post by: shponglefan on April 13, 2015, 09:39:44 pm
I tried to get into the most recent assignments over the weekend, but I'm just not feeling it anymore.

What I really want to learn at this point is more about structuring a program, not merely writing algorithms.  To a certain extent, the blackjack assignment goes into that with its usage of game states.  But even then, it's a pretty compact assignment even taking into account adding additional classes and expanding the program scope.

I've been reading Game Programming Patterns (http://gameprogrammingpatterns.com/contents.html) lately as well as studying larger C#/XNA projects (this one for example (https://bitbucket.org/jcpmcdonald/asteroid-outpost/wiki/Home)).  I'm finding it more useful in trying to learn how to properly build a C# game.

I'm still going to keep an eye on the course and see what material is available, but for now I think most of what I want to learn is to be found elsewhere.
Title: Re: Beginning game programming course
Post by: eds1275 on April 14, 2015, 12:58:37 pm
I tried to get into the most recent assignments over the weekend, but I'm just not feeling it anymore.

That's how I am at this point. In fact, I am learning more relevant things by working on my own projects, hitting a roadblock, then asking google. I think that unless there is a feature I need for an existing game engine that cannot be built for one reason or another, maybe I am better off using Unity. Don't get me wrong, I would be a better programmer if I had to write everything by code, but that would be taking up way more of my time. And the result are slow... in Unity, I can think of something, and have it implemented pretty quickly.
Title: Re: Beginning game programming course
Post by: DaOld Man on April 14, 2015, 06:44:22 pm
Ok, Im done with project increment 3, but haven't submitted it yet.
How do you guys interpret the part about respawning the bears.
Some folks on the discussion forum at Coursera think you should shoot all the bears and thats it.
Others think the bears should re spawn after one is shot, keeping number of bears at MAX_BEARS (5).
And still others think you should clear all the bears then 5 more appear.
I think the instructions are a bit vague.



 
Title: Re: Beginning game programming course
Post by: EssexMame on April 16, 2015, 05:38:24 am
I interpreted it as start with 5 bears (MAX_BEARS) and then, once they are all shot that's it. For now at least. I expect a later increment would respawn, or move onto level 2 etc.

I interpreted it as such as the foreach loop to spawn the MAX_BEARS is added in LoadContent (from his PDF steps) and therefore there was no request/detail/steps on adding further bears as and when the first 5 are shot. i.e. There was no request to spawn further bears in the Game1.Update method in his instructions.

Even if this is misinterpreting what he imagined we would do, the 5 criteria we are evaluated on for this are as follows, all of which are fulfilled by the "spawn 5 (MAX_BEARS), shoot them, no more are spawned" interpretation I had.
1. Explosion plays at collision location when a teddy bear and fries collide
2. Teddy bear and fries from collision removed from game (you'll need to check the source code to confirm this)
3. Explosions that are done playing are removed from game (you'll need to check the source code to confirm this)
4. Game has GameConstants MAX_BEARS teddy bears when it starts
5. Teddy bears bounce off each other
Title: Re: Beginning game programming course
Post by: DaOld Man on April 16, 2015, 10:58:04 am
I went with the "no re-spawn" scenario.
Working on the programming assignment 6 now.
Got my cards printing and the hit & stand buttons.
Trying to figure out the switch methods he wants us to use to step through the game.

Here is my project increment 3 video:

https://www.youtube.com/watch?v=txUr2VkhE0E (https://www.youtube.com/watch?v=txUr2VkhE0E)
Title: Re: Beginning game programming course
Post by: JDFan on April 16, 2015, 11:34:35 am
I went with the "no re-spawn" scenario.
Working on the programming assignment 6 now.
Got my cards printing and the hit & stand buttons.
Trying to figure out the switch methods he wants us to use to step through the game.

Here is my project increment 3 video:

https://www.youtube.com/watch?v=txUr2VkhE0E (https://www.youtube.com/watch?v=txUr2VkhE0E)

Looking Good !!  :cheers:

I've finished up assignment 6 and been playing with adding a few extras -- Getting the layout to look correct takes some playing with as his constants are set to only show about 4 cards on screen with his small card deck so had to play with it  a bit to fit larger cards and have room for 8 cards per player. If you run into problems send a PM and I'll try to help. The switch is actually pretty easy once you figure it out.

http://youtu.be/i4kkb5VZ0T8 (http://youtu.be/i4kkb5VZ0T8)
Title: Re: Beginning game programming course
Post by: headkaze on April 16, 2015, 12:32:32 pm
That's how I am at this point. In fact, I am learning more relevant things by working on my own projects, hitting a roadblock, then asking google. I think that unless there is a feature I need for an existing game engine that cannot be built for one reason or another, maybe I am better off using Unity. Don't get me wrong, I would be a better programmer if I had to write everything by code, but that would be taking up way more of my time. And the result are slow... in Unity, I can think of something, and have it implemented pretty quickly.

I believe you're absolutely right that you should be learning how to use Unity and concentrating on being a better (C#) coder than spending time writing an engine yourself. When I started writing games for iOS I wrote my own (C++/OpenGL) engine from scratch. There were benefits at the time as I could highly optimize for slower devices such as the iPhone 3G. I just wouldn't bother doing it these days as technology is moving so quickly that you will spend more time keeping it updated and relevant for new hardware and API's (OpenGL/DirectX) than you would be writing cool and innovative games instead. Hardware these days doesn't require as much optimisation and the engines themselves do a pretty good job of that anyway.

There are other benefits such as Unity being portable to multiple different platforms (including the recently added Nintendo 3DS support). It simplifies many processes also. When I wrote my own engine I also wrote several custom tools such as a vector editor and texture packer. Many of these tools are either built into Unity itself or available on their marketplace. There is also a large community of people who can help when you get stuck as well as project examples and code that you can obtain for free or purchase.

So the bottom line is to save your time and use Unity. It supports the greatest language in the world; C# (IMHO) and has all the support and tools you need so you can concentrate on making games instead of writing an engine to make games.
Title: Re: Beginning game programming course
Post by: DaOld Man on April 16, 2015, 02:55:34 pm
I've finished up assignment 6 and been playing with adding a few extras -- Getting the layout to look correct takes some playing with as his constants are set to only show about 4 cards on screen with his small card deck so had to play with it  a bit to fit larger cards and have room for 8 cards per player. If you run into problems send a PM and I'll try to help. The switch is actually pretty easy once you figure it out.

thanks JD. Been playing around with the switch thinngy and I think I may be getting it. But I may take you up on that offer to help before it's all over!

Thats a cool card game you got there. Cant go wrong with angry birds!!
Hopefully my finished game will work, im not going out on a limb and say it will be near as slick as yours though.

Any idea what the final exam will be? A question type test or a project?
Title: Re: Beginning game programming course
Post by: JDFan on April 16, 2015, 03:56:09 pm
Any idea what the final exam will be? A question type test or a project?

From the hints he has given or the notes for the optional project give -

Quote
This project is optional, but it's a great way to review for the Final Exam. You also get to build another game using the concepts you've learned in the course, and that's a fun thing to do as well.

It is probably something similar to the optional project - do we get a full week for doing it or is it released on a certain day and due shortly after release ?
Title: Re: Beginning game programming course
Post by: DaOld Man on April 16, 2015, 06:58:46 pm
It is probably something similar to the optional project - do we get a full week for doing it or is it released on a certain day and due shortly after release ?

Good question.
But if one has done all the programming and project assignments, one should still pass even if the final test is not completed. (Im pretty sure final test counts 22% of total score, and you need 75% to pass.)
Title: Re: Beginning game programming course
Post by: JDFan on April 17, 2015, 02:10:15 am
Good question.
But if one has done all the programming and project assignments, one should still pass even if the final test is not completed. (Im pretty sure final test counts 22% of total score, and you need 75% to pass.)

Pretty sure you are correct about that -- Been playing a bit more with assignment 6 and it is coming along :

(http://i212.photobucket.com/albums/cc189/JDFanning_bucket/Capture_zpsxjdhm4yi.png)
Title: Re: Beginning game programming course
Post by: DaOld Man on April 17, 2015, 07:48:20 am
That looks very cool.
I wonder how it would look with arcade characters instead of angry birds?
Title: Re: Beginning game programming course
Post by: shponglefan on April 17, 2015, 10:51:04 am
I tried to get into the most recent assignments over the weekend, but I'm just not feeling it anymore.

That's how I am at this point. In fact, I am learning more relevant things by working on my own projects, hitting a roadblock, then asking google. I think that unless there is a feature I need for an existing game engine that cannot be built for one reason or another, maybe I am better off using Unity. Don't get me wrong, I would be a better programmer if I had to write everything by code, but that would be taking up way more of my time. And the result are slow... in Unity, I can think of something, and have it implemented pretty quickly.

How long did it take to get past the learning curve in Unity?  I downloaded it the other day, but using a GUI-based game maker is very foreign to me.  Did it take long to get up to speed?
Title: Re: Beginning game programming course
Post by: eds1275 on April 17, 2015, 03:49:28 pm
I like it. I did all the available tutorials and now I'm running with it.

http://unity3d.com/learn/tutorials/modules (http://unity3d.com/learn/tutorials/modules)
Title: Re: Beginning game programming course
Post by: DaOld Man on April 19, 2015, 05:34:59 pm
OK programming assignment 6 code is done and submitted.
Got to make the video now.
I am using fraps, which makes an avi file, then I use handbrake to convert the avi to a smaller sized MP4 file.
I would like to film each outcome of the game, (player wins, dealer wins, player busts, dealer busts, tie).
Any one know a good free way to paste 5 MP4's into one MP4 file?
I don't want to keep running one video until I get my 5 versions.
I am a complete noob when it comes to video editing.

Note: Im adding player busts and dealer busts clips because of the message I display when one busts.
Here is one with dealer winning:

https://www.youtube.com/watch?v=G9d_M8xpnAs&feature=youtu.be (https://www.youtube.com/watch?v=G9d_M8xpnAs&feature=youtu.be)
Title: Re: Beginning game programming course
Post by: DaOld Man on April 23, 2015, 01:12:56 pm
Everybody got their assignment 6 finished? You have until Sunday night, so come on guys, we are almost through this.
BTW, solved my video splicing issue by making a "right click mouse to replay the game" function (thanks JDFan for suggesting this), then I just made a long video by replaying a few times.
Title: Re: Beginning game programming course
Post by: Vigo on April 23, 2015, 01:27:34 pm
Unfortunately, I haven't been able to keep up anymore.... There is a lot of real life stuff keeping away from this. I'm really bummed since I made it through week 7 but then everything came at me at once and it wont be stopping for another couple weeks. :-\
Title: Re: Beginning game programming course
Post by: EssexMame on April 23, 2015, 03:47:27 pm
...nearly there with assignment 6. Not as tough as I was expecting from all his warnings. I've a bit to do but I'll get there.

I've not watched any of the video lectures yet this week. Do I have to? Can I hand in the assignment, mark others last weeks efforts and then catch up with them next week (which I think is an easier/rest/Main project only week?

Title: Re: Beginning game programming course
Post by: JDFan on April 23, 2015, 04:28:29 pm
...nearly there with assignment 6. Not as tough as I was expecting from all his warnings. I've a bit to do but I'll get there.

I've not watched any of the video lectures yet this week. Do I have to? Can I hand in the assignment, mark others last weeks efforts and then catch up with them next week (which I think is an easier/rest/Main project only week?

Yeah he tries to scare us pretty good -- The only hard part is actually thinking through the logic and getting it set up correctly for checking who wins.

Finally figured out how to make a stand alone program out of the assignment so if anyone wants to try my version of AngryBirds BlockJuck heres a zip file just extract to a folder and run the ProgrammingAssignment6.exe -- https://www.dropbox.com/s/i30eqpxd34oru0n/ProgrammingAssignment6.7z?dl=0 (https://www.dropbox.com/s/i30eqpxd34oru0n/ProgrammingAssignment6.7z?dl=0)

It should work without the need for VS and should have all the needed content included.
Title: Re: Beginning game programming course
Post by: headkaze on April 23, 2015, 05:26:24 pm
maybe I am better off using Unity.

Just one other thing regarding Unity. For the best IDE / dev environment /debugger I recommend you use:

- Visual Studio 2015 CTP 6 (https://www.visualstudio.com/en-us/downloads/visual-studio-2015-ctp-vs.aspx)
- Visual Studio 2015 Preview Tools for Unity (https://visualstudiogallery.msdn.microsoft.com/8d26236e-4a64-4d64-8486-7df95156aba9)
- Unity 5.0 Release Candidate 2 (no splash screens) Unity Editor (64-bit) (http://beta.unity3d.com/download/b4e6f79600c9/Windows64EditorInstaller/UnitySetup64-5.0.0f2.exe) / Unity Editor (32-bit) (http://beta.unity3d.com/download/b4e6f79600c9/Windows32EditorInstaller/UnitySetup32-5.0.0f2.exe)

VS 2015 is currently in preview so you can get it for free.
Title: Re: Beginning game programming course
Post by: eds1275 on April 23, 2015, 05:37:57 pm
maybe I am better off using Unity.

Just one other thing regarding Unity. For the best IDE / dev environment /debugger I recommend you use:

- Visual Studio 2015 CTP 6 (https://www.visualstudio.com/en-us/downloads/visual-studio-2015-ctp-vs.aspx)
- Visual Studio 2015 Preview Tools for Unity (https://visualstudiogallery.msdn.microsoft.com/8d26236e-4a64-4d64-8486-7df95156aba9)

VS 2015 is currently in preview you can get it for free.

I will download tonight. I have another (older) version of VS, but can't really tell it apart from Monodevelop... I know there's a lot of online hate for mono, but in my experience and limited programming ability it does alright.
Title: Re: Beginning game programming course
Post by: headkaze on April 23, 2015, 05:56:42 pm
I will download tonight. I have another (older) version of VS, but can't really tell it apart from Monodevelop... I know there's a lot of online hate for mono, but in my experience and limited programming ability it does alright.

VS is far better than MonoDevelop. Just the fact you can run and attach the debugger directly in VS makes it a far better option and since it's available for free there really is no excuse.

Visual Studio for Game Development: New Partnerships with Unity, Unreal Engine and Cocos2d (http://blogs.msdn.com/b/somasegar/archive/2015/04/17/visual-studio-for-game-development-new-partnerships-with-unity-unreal-engine-and-cocos2d.aspx). As you can see Microsoft is committing itself to VS / Unity integration so I don't see the point in continuing to use MonoDevelop unless you're on OSX. Also you will still be able to go back to Visual Studio Community (https://www.visualstudio.com/en-us/products/visual-studio-community-vs) once VS 2015 is officially released.

PS I added some links to my last post for a version of Unity that doesn't have splash screens.
Title: Re: Beginning game programming course
Post by: Howard_Casto on April 23, 2015, 09:33:50 pm
+1

I don't want to go on a pro Microsoft tie-raid, but there is a reason that even when their development suites used to cost $500+ people were still willing to pay that over the free alternatives.  Now that most M$ suites are free to use, it's really a no-brainer. 

It sucks that I missed this course btw....  I love doing programming courses.
Title: Re: Beginning game programming course
Post by: EssexMame on April 27, 2015, 12:06:04 pm
Week 10 (Project Increment 4) is nice and short and easy - most of it was cutting/pasting what we did for the Teddy with the burger collisions (explosion etc) with spawning new Teddies which we've done before too.

The health, in the burger class was the new stuff from week 9 lectures but it was a simple implementation of it - I have only watched lecture 1 from week 9 thus far and could do it from that (with a guess about ensuring the health is from 0 to 100 only.

Seems next week is another rest/project increment week and then week 12 is the end, so I assume the exam? Nearly there then!
Title: Re: Beginning game programming course
Post by: JDFan on April 27, 2015, 12:50:02 pm
Week 10 (Project Increment 4) is nice and short and easy - most of it was cutting/pasting what we did for the Teddy with the burger collisions (explosion etc) with spawning new Teddies which we've done before too.

The health, in the burger class was the new stuff from week 9 lectures but it was a simple implementation of it - I have only watched lecture 1 from week 9 thus far and could do it from that (with a guess about ensuring the health is from 0 to 100 only.

Seems next week is another rest/project increment week and then week 12 is the end, so I assume the exam? Nearly there then!

Yep nearly finished -- I've only got 1 thing left to do in increment 5  which is change the input from mouse to keyboard controls and then the final when it gets released so pretty much this week is an off week as increment 4 is already submitted so definitely coasting downhill toward the finish at this point.  :applaud:
Title: Re: Beginning game programming course
Post by: DaOld Man on April 28, 2015, 05:37:08 pm
Hows everyone coming along on Increment 5?
Ive done some extra curricular work on mine (Thanks JDFan for doing the artwork for me, since I don't have a decent artwork program.)
Title: Re: Beginning game programming course
Post by: EssexMame on April 29, 2015, 04:51:00 am
How do we access increment 5 (week 11?)? Is there a way access the weeks in advance?
Title: Re: Beginning game programming course
Post by: DaOld Man on April 29, 2015, 11:44:36 am
How do we access increment 5 (week 11?)? Is there a way access the weeks in advance?

Increment 5 PDF is posted on the website. There are two version, one using XACT the other not. Dr T highly suggests you follow the not XACT one.
As far as accessing future weeks, they are only available when Dr T posts them, but inc 5 is ready.
Title: Re: Beginning game programming course
Post by: JDFan on April 30, 2015, 12:41:04 pm
Dr. T also just posted saying he is currently uploading next weeks video lectures so they are going to be available a little early also since some people were asking about the sound lectures.
Title: Re: Beginning game programming course
Post by: headkaze on April 30, 2015, 01:04:22 pm
For the guys interested in Unity, check out these two links:

http://unreferencedinstance.com/how-to-integrate-visual-studio-code-with-unity3d-project/ (http://unreferencedinstance.com/how-to-integrate-visual-studio-code-with-unity3d-project/)
https://code.visualstudio.com/ (https://code.visualstudio.com/)
Title: Re: Beginning game programming course
Post by: EssexMame on May 01, 2015, 07:25:15 am
Thanks for that - I've done (or mostly done) increment 5. I've not got it moving diagonally and Space for fire doesn't work so well as the mouse in cooldown but it's mostly there. I'm sure I can sort that once I've seen the lectures and understand keyboard control from them.
[Think I prefer the game with mouse control but.... :-)]

Typical that I've realised you can see the projects ahead of time under required materials a week before the end of the course!
Title: Re: Beginning game programming course
Post by: EssexMame on May 11, 2015, 06:29:42 am
Has anyone attempted the exam yet? I'm interested to know how much study/revision is needed before doing so.

Is it a multiple choice or written and is it a rehash of what we've now done in the projects many times or does it ask questions that need thinking about more than we've done thus far?
Title: Re: Beginning game programming course
Post by: JDFan on May 11, 2015, 12:17:43 pm
Has anyone attempted the exam yet? I'm interested to know how much study/revision is needed before doing so.

Is it a multiple choice or written and is it a rehash of what we've now done in the projects many times or does it ask questions that need thinking about more than we've done thus far?

Took it the other day -- read the questions carefully and you'll do fine - there are 22 multiple choice questions and the wording of some is fairly tricky -- ie. one question deals with INTEGER division and the results include the regular division answer with the decimal point ie. 2.5 so you need to remember in integer division the value is an int so 2 is the correct choice not 2.5 !

and several other similar questions that can be answered incorectly if not read carefully but overall fairly easy - I missed 6 since I was not really reading carefully since I already had over the 70% needed to pass ( figured even if I got 0 on the final and increment 5 I'd have 72 so wasn't really concerned with the score - so with missing 6 I'll wind up with between 88 and 94 depending on the results of increment 5 ) I just answered them quickly - think the entire test took about 5 minutes) but it allows up to an hour so just reread and think about your answers before submitting and you probably will miss fewer - Also some say the newest video contains some of the answers and helps prepare you for the type of questions he asks. ( I didn't watch it so not sure !)
Title: Re: Beginning game programming course
Post by: DaOld Man on May 11, 2015, 08:51:33 pm
You can take up to 3 tries now, so JD, you might want to go back and try it again.
First attempt, I got 17 out of 22; 3 questions I missed by misunderstanding the questions.
I took it one more time and scored 21, so I am stopping there.
Just carefully read the questions, and yeah I missed the one about rounding the integer too, first time anyway.
An hour is way too much time, unless you look up all the answers on google or something.
I think it took me around 7 minutes first time, maybe 10 the second time. (Same questions, answer orders are shuffled though, and I double checked all the second time).
Title: Re: Beginning game programming course
Post by: DaOld Man on May 11, 2015, 08:55:41 pm
This was a good course. Thanks to eds1275 for suggesting it.
It was tough, and a few times I got out in the weeds, but I learned a lot about C#, and intend to modify the teddy bear game into something playable on the arcade.

There is a python class offered this fall, I may sign up for it. Too much other stuff going on right now.
Title: Re: Beginning game programming course
Post by: EssexMame on May 12, 2015, 07:25:01 am
All done with the exam now. I got 16/22 (a pass) by blitzing through it (ignoring the advice above!) and then increased that to 20 and finally 21. The mouse question, 21, is what I got wrong 3 times! The others were all 1 of 2 so if I got them wrong the first time I sorted it then next.

It was quite a short, simple test after all that. I guess they can't do a lot more online than multiple choice.

Really enjoyed the course, thanks also to eds1275. Did you see it through yourself?

The course was really tough around week 4-6 but thankfully it eased after that. One week (9?) I was expecting a killer, from his warnings, but found the assignment really flowed that week and that is when I realised I'd cracked it.

I also intend to make the Game playable for an arcade. One of the appraisal ones I had was a galaga looking game with space backdrop etc. I'll certainly go back to mouse control (like centipede) over 4-way buttons too.
Title: Re: Beginning game programming course
Post by: JDFan on May 12, 2015, 01:02:07 pm
You can take up to 3 tries now, so JD, you might want to go back and try it again.
First attempt, I got 17 out of 22; 3 questions I missed by misunderstanding the questions.
I took it one more time and scored 21, so I am stopping there.
Just carefully read the questions, and yeah I missed the one about rounding the integer too, first time anyway.
An hour is way too much time, unless you look up all the answers on google or something.
I think it took me around 7 minutes first time, maybe 10 the second time. (Same questions, answer orders are shuffled though, and I double checked all the second time).

Went ahead and retook it and got 21 the second time (the one I missed was one of the 16 I had right the first time and just hit the wrong box  :dizzy:)  but not going to try the third time cause I'd probably get even more careless !

Was definitely a good class and learned quite a bit - was thinking about taking the python course that is coming up but not sure if time will permit - so might just start working through the Unity tutorials instead since I have it downloaded and installed.