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Chromanoid
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« Reply #30 on: November 08, 2010, 03:10:20 AM » |
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Only one person said this... most of us said go Python or Java first, then C/C++ for greater control.
Java or C# is the way to go.
Learn C#.
But yeah, it is only two. I also said Learn C#. It is a great language for learning. I strongly advise against C/C++. [...] C# is very similar to AS3 and Java - this makes it easy to learn them after learning C# (btw: if you know the basics of one programming language you know the basics of most programming languages).
If somebody asks "What language should I learn, dudes?" I don't answer "just use GM". C# can be used in XNA and Unity3D this makes it a good language for quick results in gamedev.
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BorisTheBrave
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« Reply #31 on: November 08, 2010, 01:02:32 PM » |
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Why would anyone recommend Java over C# for game development?
I'd recommend Python if you want an actual language, otherwise one of the rapid dev tools like GM or construct.
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Geti
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« Reply #32 on: November 08, 2010, 01:35:20 PM » |
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If somebody asks "What language should I learn, dudes?" I don't answer "just use GM". C# can be used in XNA and Unity3D this makes it a good language for quick results in gamedev.
I'd argue that C# is a poor choice for a first language because of the added level of complexity compared to any of the higher level languages. It's harder to learn, and you need to learn it before you get any, let alone quick results in development.
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Richard Kain
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« Reply #33 on: November 08, 2010, 04:14:02 PM » |
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I'm currently attempting to do some development using AS3 + HaXe. It's working out pretty well. HaXe makes it possible for me to take my Actionscript 3 projects and compile them into C++ to release them as stand-alone applications. Definitely worth considering, especially for any developers who already know some AS3.
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Rob Lach
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« Reply #34 on: November 08, 2010, 10:19:30 PM » |
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The best way I found to learn both game programming principles and programming at the same time is to Learn C# using XNA.
The XNA tutorials are great and the framework exposes you just enough.
If I plan on making something in C/C++, i usually prototype it in XNA. It's especially useful if you're just messing around with shaders and stuff since you can get off the ground and running within an hour.
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nikki
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« Reply #35 on: November 11, 2010, 12:06:14 PM » |
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You might want to try a teaching language: http://processing.org/learning/Java is pretty good for learning how to program properly and Processing keeps all the complicated gunk out of the way. Once you've got a handle on that - then you can graduate to any other language and know enough basic concepts to take it in your stride. I understand the arguments for Python and C++, but Python should be a special treat after you've learned all the basic concepts and C++ should be saved for your masterpiece. +1 i'd add Blitzmax and LÖVE too as easier to grasp languages. In the end if you understand some OOP , conditional logic and the different data containers your on your way and ready to master many language..
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RCIX
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« Reply #36 on: November 11, 2010, 07:51:19 PM » |
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If somebody asks "What language should I learn, dudes?" I don't answer "just use GM". C# can be used in XNA and Unity3D this makes it a good language for quick results in gamedev.
I'd argue that C# is a poor choice for a first language because of the added level of complexity compared to any of the higher level languages. It's harder to learn, and you need to learn it before you get any, let alone quick results in development. *cough*C# IS a high level language*cough* Anyway, it's really not that scary to learn, and you can write it in one of the best IDEs on the planet (take that emacs/vim users!  ). XNA is also a good library to get you started. Highly recommend it.
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moi
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« Reply #37 on: November 11, 2010, 08:08:10 PM » |
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C# and XNA are GREAT, but pretty much worthless if you don't target XBOX or Windows phone. Also c# is just a ripoff of Java.
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lelebęcülo
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RCIX
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« Reply #38 on: November 11, 2010, 11:26:24 PM » |
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C# and XNA are GREAT, but pretty much worthless if you don't target XBOX or Windows phone. Also c# is just a ripoff of Java.
I always looked at it the other way around, since java is a royal paint on many levels and C# isn't. Anyway, if you're happy with windows only deployment, then XNA is fine. Probably good for the OP.
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Absurdist
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« Reply #39 on: November 11, 2010, 11:39:19 PM » |
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Also c# is just a ripoff of Java.
I was so happy when I realized this! The transition was practically effortless. If you take the XNA + C# route, you have all the advantages of a high-level game library and can learn a brilliant standalone language at the same time.
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moi
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« Reply #40 on: November 12, 2010, 12:11:01 AM » |
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xna and c# are not the best thing to distribute a windows game.Lots of stuff to download, incompatibilities, etc...
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lelebęcülo
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Rob Lach
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« Reply #41 on: November 12, 2010, 12:58:21 AM » |
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C# and XNA are GREAT, but pretty much worthless if you don't target XBOX or Windows phone. Also c# is just a ripoff of Java.
Well, I see learning to program as something much different than programming to release something. If it's a pet project where you're just trying stuff, who cares what platform it's on. Also i dunno why Microsoft doesn't start pushing itself onto other platforms. C# is much better than Java imo.
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Daiz
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« Reply #42 on: November 12, 2010, 01:53:34 AM » |
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If you want to learn how to make games, I'd recommend Construct. Learning Construct will teach you the concepts you need to know just the same as with anything else, except you have to write less during the initial learning period, plus you don't have to get down to the ugly technical parts of making a game like dealing with collision detection code as the first thing you do, and can focus on learning higher-level concepts.
I used Clickteam programs (TGF, MMF, MMF2) for a long time until I switched over to Construct a couple years ago. Some time ago, I decided to give C# with XNA a whirl. It took me a couple days to learn how to use classes etc, aka the basics of how the language works, but after that I could start coding things at a pretty fast rate using all the concepts and logic I've learned from using Clickteam products / Construct over the years. I still prefer to work with Construct though, because it allows focusing on the actual game design and content a lot more than XNA does. C# & XNA did have its benefits, but for now they don't outweight the benefits of Construct for me.
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If you want to contact me I usually hang out at #tigirc.
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Alistair Aitcheson
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« Reply #43 on: November 12, 2010, 04:08:20 AM » |
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xna and c# are not the best thing to distribute a windows game.Lots of stuff to download, incompatibilities, etc...
I used to think that, but I think XNA is much better these days and doesn't have nearly as many issues as when it first launched. If you use ClickOnce deployment then the installer will automatically download all the required components that the user doesn't have. I've had far fewer compatability issues with XNA games than with C++ games I've worked on. Sure, it limits your players to Windows users, but XNA is very clear and easy to work with in my experience.
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Absurdist
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« Reply #44 on: November 12, 2010, 04:25:30 AM » |
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Well, I see learning to program as something much different than programming to release something. If it's a pet project where you're just trying stuff, who cares what platform it's on.
Also i dunno why Microsoft doesn't start pushing itself onto other platforms. C# is much better than Java imo.
There's always Mono 
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