Thread: What do you need to make a game?

  1. #1
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    What do you need to make a game?

    I want to make a game that is similar to space invaders what languages would i need to learn(is c++ enough)?
    also what compliers would i need how long do u estimate it would take?

  2. #2
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    C++ is a fine language to make games in. You will also need to learn a graphics library (such as OpenGL or Direct x). Most C++ compilers are capable of using some sort of graphics library. As for how long it will take, that totally depends on you! ^_^

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    i dont understand what a graphics libary is

  4. #4
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    i have learnt c++ to the exstent of this program
    Code:
    #include<iostream>
    using namespace std;
    int main()
    {
    cout<<"Select Add, Subtract or Multiply"<<endl;
    char response;
    cin>>response;
    switch(response)
    {
    case 'a':
    cout<<"You have chose Addition"<<endl;
    int a;
    int b;
    cout<<"Enter the two numbers you want to add "<<endl;
    cin>>a;
    cin>>b;
    int add;
    add = a + b;
    cin.get();
    cout<<a<<" plus "<<b<<" is "<<add<<endl;
    cin.get();
    break;
    case 's':
    cout<<"you have chose subtraction"<<endl;
    int c;
    int d;
    cout<<"please enter the two numbers you want to subtract"<<endl;
    cin>>c;
    cin>>d;
    int sub;
    sub = c - d;
    cin.get();
    cout<<c<<" minus "<<d<<" is "<<sub<<endl;
    cin.get();
    break;
    case 'm':
    cout<<"you have chose Multiplication"<<endl;
    int e;
    int f;
    cout<<"Enter the numbers to multiply"<<endl;
    cin>>e;
    cin>>f;
    int mult;
    mult = e * f;
    cin.get();
    cout<<e<<" multiplied by "<<f<<" is "<<mult<<endl;
    cin.get();
    break;
    }
    return 0;
    }
    /*******************************************
    *This Calculator was made by Charlie Helyes*
    *******************************************/

  5. #5
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    so wat exactly is a graphics libary and how do i use it?

  6. #6
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    Take the time to read some material.

    Game Programming Links

    Do you even know what a library is? Read as much as you can on your own, most people aren't really willing to answer questions that can be found at those links.

  7. #7
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    nope

  8. #8
    The Defective GRAPE Lurker's Avatar
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    Read up on things. Search on Google. For starters, though, a library is a collection that is provided to simplify a task, such as making 2D or 3D objects and displaying them on the screen. That would be a graphics library (although they provide MANY more things then just that).
    Do not make direct eye contact with me.

  9. #9
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    thanx for the info so a libary is sections of code you can use?

  10. #10
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    That isn't really a sufficient definition of a library. Yes, a library is a 'collection of code' that has already been made, but it is important to understand that a library is a pre-compiled binary, either a .lib file or a .dll file. They are all basically just .exe files, except .lib files are static which means there is a different copy made for every program that uses it, where all programs that use a .dll share the same .dll file (it's an important difference to understand).

  11. #11
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    ok how do you acess the libary do you put commands in the code?

  12. #12
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    Also, the tab key is your friend. If your code looks as awful as that in your editor, debugging will be a mammoth undertaking.

    Use whitespace. When needed, use comments, but try to write code that needs none. Your comments should discuss the general nature of the code, not the specifics. E.g.:

    Code:
    	// Get rid of low bit count grayscales, and grab the transparent
    	// color
    	if (hastrns && color_type == PNG_COLOR_TYPE_GRAY && bit_depth != 16)
    	{
    		png_color_16p trans_values;
    		int num_trans;
    		png_get_tRNS(png_ptr, info_ptr, NULL, &num_trans, &trans_values);
    		PALKey = trans_values->gray;
    		// We need to manually transform the transparency info if
    		//   the bit depth is too low.
    		if (bit_depth < 2) PALKey = (PALKey << 1) | PALKey;
    		if (bit_depth < 4) PALKey = (PALKey << 2) | PALKey;
    		if (bit_depth < 8)
    		{
    			PALKey = (PALKey << 4) | PALKey;
    			png_set_gray_1_2_4_to_8(png_ptr);
    			png_set_strip_alpha(png_ptr);
    		}
    	}
    
    	// Get rid of low bit depth on grayscale images without transparency
    	if (!hastrns && color_type == PNG_COLOR_TYPE_GRAY && bit_depth <8)
    		png_set_gray_1_2_4_to_8(png_ptr);
    
    	// Make gray-alpha into RGB-alpha
    	if (color_type == PNG_COLOR_TYPE_GRAY_ALPHA){
    		if (bit_depth < 8) png_set_gray_1_2_4_to_8(png_ptr);
    		png_set_gray_to_rgb(png_ptr);
    	}
    It's nicely indented, and each major section of code has a one line (sometimes a little longer) statement about what that block is supposed to do. If I found, for example, that my color keying was not working on my grayscale images with transparency, I could search my code very quickly to find the section of code I was interested in.
    Last edited by Cat; 11-10-2003 at 01:28 AM.
    You ever try a pink golf ball, Wally? Why, the wind shear on a pink ball alone can take the head clean off a 90 pound midget at 300 yards.

  13. #13
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    Just a question but would using a Graphics Library differ from compiler to compiler or does it all use ANSCI (?) ?? If so, tell me a good one for Bloodshed compiler.
    -Felix
    Rots Soft
    If the facts don't fit the theory, change the facts.
    Albert Einstein (1879 - 1955)

  14. #14
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    Depends on how well-written the library is.

    You might find SDL to be to your liking -- http://www.libsdl.org/index.php
    You ever try a pink golf ball, Wally? Why, the wind shear on a pink ball alone can take the head clean off a 90 pound midget at 300 yards.

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