Next steps?

Hello,
I am new in programming and too new in Java programming language. :slight_smile:
I am need to learn how to programming games, but now I don’t know what to do next. Maybe learn Swing? or one of the Java Game Library?
Now I am know Java programming language basics(I think) and have question for you:
What I am need learn next when I am know Java basics? what you recommend?

Thanks!

You should probably know more than just basics before attacking a game. You should know about reading / writing in files, using threads, knowing how to use exceptions, how to create classes / interfaces / legacy classes.

The best bet is to start with very very simple, like say a text based game. And then go onto to a graphical application, but still remaining simple.

What you should do is read books, and follow your rhythm. Just don’t try to go too fast.
Two books I found useful are : “Developing Games in Java” by Brackeen, and “Killer Game Programming in Java” by Davison.

I think there’s a resource section on the website that might link to other books, or tutorials or things, I’ll let you search for that.

This is the resource page zlandorf wrote about:
http://www.java-gaming.org/index.php?action=resources

Welcome to JGO!!

This post should prove to be very useful:
http://www.java-gaming.org/index.php/topic,24411.msg205121.html#msg205121

Good luck!

You can try by learning while making. Complete a simple game (as simple as you think, not the world think) and add challenge to yourself that you can do (already know the trick). Next, add challenge that you even dont know how to solve it, and that’s the time you learning something new :slight_smile:

I learn a lot when I made a simple “wack a mole” game.

Sum up what I read from various resources site (and my opinions), your first game should not be

  • next generation of warcraft
  • next generation of starcraft
  • clone of minecraft
  • isometric game like FF tactic
  • using extra library/framework (use pure java)
  • any MMO whatever genre (MMO of guess number game is forgivable)
  • FPS, especially if you want your game be Halo or Crysis wannabe
  • something that utilize kinect
  • something that need directx 11 or above
  • something that has all features on here
  • something containing adult materials (but learn some throught this is forgivable)
  • controversial
  • sellable for 50 bucks per copy (just kidding :point:)

There’s a tag line for you.
“Novice programmer’s first game. $50 per copy.”

[quote]- something containing adult materials
[/quote]
I did that for my school project. Well, kinda, of course. We had to show it to the teachers.

I did that for my school project. Well, kinda, of course. We had to show it to the teachers.
[/quote]
I had tried in making an eroge since I think it’s pretty simple with just branch logic and showing image like slideshow. However I didn’t publish it and call it as “pratice” rather “first game” ;D

The question is, what you practice with this… :o:P

It was pretty good practice actually. The focus is completely different than a “real” game. Stuff like loading times, details, ease of use and “smoothness” is important, as most of the game is gonna be scripts anyway.


Now reread my post :wink:

Oh, is THAT what an eroge is? I HAD NO IDEA. :cranky:

http://img718.imageshack.us/img718/6104/shuffler.jpg

Pic related, it’s my floor.
http://en.wikipedia.org/wiki/Shuffle!

To be serious: You learn to optimize your texture loader, how to write a script parser and object management. Happy? If you “practice” in other ways with/to visual novels / eroges, then that only concerns you. xD

I’m turned on.

Although you can call it “slide show game”, in development some eroges implement more features. Some mix rpg elements, some go 3D, some have more motions, some use avi rather sequence (the installation up to 9GB), some (planning to) use kinect for naughty thing etc. JP prouds me!

PS: Shuffle is not that hot :wink:

Most VNs have an intro sequence and opening song, which is usually a video in some format. 3D isn’t very visual novelish, I mean the whole point is that it’s 2D, but using it for backgrounds and environments is kind of cool as long as it looks good. Most VNs are huge in file size due to the amount of voices in the game. Pictures aren’t that large compared to hours of conversations.
Our game had a twist too; a resolution higher than 640x480. Some newer games even use 800x600! We used 1920x1440 natively.

I hate you.

I like you.

It’s kind of weird though. The prices in Japan are completely f*cked up. The latest manga releases cost 500-600 yen, while older ones (like the ones on my pic) cost only 100 yen. Basically I could fill the volume of my room and still have money for ramen for the rest of the year. On the other hand, the latest blu-ray anime series boxes cost around 2500 yen FOR 2 EPISODE. I’ve seen newer visual novels go for 6000 yen.

Glad I enlightened you then :wink:

Damn, I was hoping to get some in depth experience discussion on here. :stuck_out_tongue:

On the serious note: I do believe that it was a good game related practice, since it is about the right size of project with a tight focus and plenty of opportunities of polishing… ::slight_smile: :smiley: ;D 8)

I’m still doing console stuff, but I can offer the advice I have.

I’d say start looking into some GUI based stuff, with Swing. If you’ve built any games or prototypes that run via the console why not try converting them to a GUI.

Let us know how you went when you’re done too!

Shannon :slight_smile:

Edited my list 8)

I think size of project is kinda relative, but this’ll work

@theagentd : it’s because so many games out there has no english translation. the hottest is out there -Yfile-