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891172 Posts in 33526 Topics- by 24767 Members - Latest Member: Stome

June 19, 2013, 05:20:40 AM
TIGSource ForumsDeveloperTutorialsRequest a Tutorial
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Author Topic: Request a Tutorial  (Read 90742 times)
jotapeh
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« Reply #315 on: May 03, 2010, 07:22:56 AM »

^ That's a neat one

I did a search in these forums and I could not find a "Getting Started with XNA" sort of tutorial. Does anyone feel an itch to write it?? I would enjoy that.

Is there anything wrong with the many samples available on the CCO site?  I believe there's even an 'alien game' starter tutorial.

There's always lots of sources for things on the internet. eg., there are lots of AS3 tutorials here, but there's nothing wrong with the dozens of other sites that explain it too.. that doesn't mean it wouldn't help to have a tutorial here, even if it mostly referenced external material..

That said, it looks like one got posted recently.
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DeadPixel
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« Reply #316 on: May 03, 2010, 08:30:41 AM »

I was more interested in what he found lacking from the available samples that I could maybe take and expound upon for him and others.

I kinda sucked at wording it like that, though!
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mogster
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« Reply #317 on: October 25, 2010, 02:40:42 PM »

deadeye - that would be awesome Construct is a super product ^^! hope to get my game into a decent form to start my dev log. lots I need to learn.

Artist programming is a scary place.
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Alistair Aitcheson
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« Reply #318 on: November 10, 2010, 03:16:26 AM »

I'm having real trouble finding iPhone game programming tutorials. Does anyone know of any good ones?
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boxedlunch
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« Reply #319 on: December 04, 2010, 03:48:23 PM »

i need something for gamepad support in game maker.
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Chris Whitman
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« Reply #320 on: December 04, 2010, 03:57:48 PM »

I'm having real trouble finding iPhone game programming tutorials. Does anyone know of any good ones?

I know this is an older post, but I just saw it now, so response is yes.

Have you tried looking at Cocos2D for iPhone? It's a handy Objective-C API, and it has enough tutorials on the Wiki to get you up and running with basic sprites and backgrounds, etc. It's what I've used for my sort-of-perpetually-in-development iPhone game.
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« Reply #321 on: January 26, 2011, 08:26:52 AM »

I request a C++/SFML-tutorial for making a horizontal scrolling shooter like derek's tutorial for the game maker.
It shouldn't be as general as the tutorials from the sfml-webpage - it should be focused on finishing the game.
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xhunterko
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« Reply #322 on: February 06, 2011, 09:00:38 PM »

I would like to see a tutorial that involves the steps of getting a finished game to the Steam store and or the Iphone. Thanks.
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AdamB
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« Reply #323 on: February 09, 2011, 12:53:14 PM »

Hey i know this may be a hassle, and i know theres alreayd some great tuts for Game maker beginners. But could someone exlain to me how i could do several things, basicaly i need to know how to do coding to make a pong game from Scratch Tongue so i just need to know
-What would the equation be to make it so the ball is in constant motion on both the x and y axis, like in the original pong
-how can i make a basic score counter so that as each player gets points, a small pixel of a number continues to change coinciding with there current score ( a pixel of the number 1 for 1 point, a pixel of 2 for 2, etc.) and finaly, how can i make it so that when the one player reaches 5 points the game ends. I'd rely appreciate someone telling me this stuff! i', such a noob Sad

-Adam
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John Sandoval
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« Reply #324 on: February 09, 2011, 01:09:04 PM »

Hey i know this may be a hassle, and i know theres alreayd some great tuts for Game maker beginners. But could someone exlain to me how i could do several things, basicaly i need to know how to do coding to make a pong game from Scratch Tongue so i just need to know
-What would the equation be to make it so the ball is in constant motion on both the x and y axis, like in the original pong
-how can i make a basic score counter so that as each player gets points, a small pixel of a number continues to change coinciding with there current score ( a pixel of the number 1 for 1 point, a pixel of 2 for 2, etc.) and finaly, how can i make it so that when the one player reaches 5 points the game ends. I'd rely appreciate someone telling me this stuff! i', such a noob Sad

-Adam

Instantiate two variables: one that handles Player 1's score, and another that handles Player 2's score.

IF WHAT YOU WANT TO DO IS DRAW LITTLE SQUARES TO DENOTE SCORE

Using the Draw Event

if p1_score > 0

{draw_rectangle(x1,y1,x2,y2,false)}//draw the first rectangle

if p1_score >1
{draw_rectangle(x3,y3,x4,y4,false)}//draw the second rectangle

etc, etc.

IF WHAT YOU WANT DO DO IS DRAW IT AS TEXT

in draw event

draw_text(x,y,p1_score)

As for your questions with movement, GM has a bunch of built-in variables that can handle stuff like speed and direction (called speed and direction); just look them up. You can set the speed as a constant in the create event (speed = 5) and set the direction whenever it hits the paddle.

PROTIP: When you have a question, the first thing you'll want to do is hit F1.
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daftpunk34
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« Reply #325 on: March 24, 2011, 07:37:05 PM »

like extremeeeee begginer's tut. I have no code experience, and want to make just a simple sidescrolling shooter okeydodey...  Gentleman mentlegen?
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Gabriel Verdon
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« Reply #326 on: March 25, 2011, 06:41:42 PM »

like extremeeeee begginer's tut. I have no code experience, and want to make just a simple sidescrolling shooter okeydodey...  Gentleman mentlegen?

Start with these:
http://www.yoyogames.com/make/tutorials

There are tons of downloadable and video tutorials that you can access with a simple google search.
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Devain
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« Reply #327 on: April 14, 2011, 06:03:02 AM »

I'd like to request a C++-oriented tutorial for how to approach a lockstep multiplayer design. I recently started investigating the techniques involved, on a theoretical level, but I've quickly realized that I lack much of the fundamental knowledge involved.

This article was a real treat:
http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php

But it's still very general and doesn't really go in-depth in trying to describe the code flow or how to set up a lock-step update sequence in the first place.

I'm not personally interested in anything low-level, but more of a general "how to". How could the classes be setup? What's the relation between updating the game state and collecting input?

There's a fundamental design needed here that I'm having a hard time to grasp... And I imagine that someone here might have already learned the lessons involved and might be willing to share some insights.
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jotapeh
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« Reply #328 on: April 14, 2011, 07:49:14 AM »

If you're not looking for a low-level tutorial, then check this GDC '08 networking talk out. http://vimeo.com/1808631
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pixhead
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« Reply #329 on: May 03, 2011, 07:23:25 PM »

I request a tutorial on how to make top down sprites. Like in pokemon or zelda games.
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
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