Completely new to computer programming - Looking For Direction!
by Blair White · in Torque X 2D · 02/03/2010 (2:23 am) · 10 replies
Hey guys,
Ok so, I have read a lot of the forums about some of the noob questions, but most of the time the person has some experience - I have zero!
Im about to grad. from a finance program and although I don't mind working in the field, my true passion is to one day design video games.
My problem is I really don't have the time nor the money to go back to school for programming, I know i made a mistake but ya lol.
I understand that the knowledge I will need will take a lot of time to learn. I contacted Garage games and they told me to make 2d games (which is what im aiming for) that I should start with XNA and C# since C# is easier to pick up. I just wanted to confirm this with the community and anyone who has possibly been in my position.
Thanks so much guys!!
Ok so, I have read a lot of the forums about some of the noob questions, but most of the time the person has some experience - I have zero!
Im about to grad. from a finance program and although I don't mind working in the field, my true passion is to one day design video games.
My problem is I really don't have the time nor the money to go back to school for programming, I know i made a mistake but ya lol.
I understand that the knowledge I will need will take a lot of time to learn. I contacted Garage games and they told me to make 2d games (which is what im aiming for) that I should start with XNA and C# since C# is easier to pick up. I just wanted to confirm this with the community and anyone who has possibly been in my position.
Thanks so much guys!!
#2
If you want to code as little as possible, then pick up the Torque Game Builder (TGB) from garage games. This will only enable you to make games for PC.
If you're really adventurous, then go for the C# and XNA from microsoft at their 'creators club' site. From there, you can download everything you need to try out C# and XNA without spending a dime.
THEN, if you feel confident enough... try out Torque X (library) and the Torque X Builder (level editor). When you use Torque X, about 95% of your work will be writing C# and modifying the Torque X source. Torque X is broken out of the box and will require modification of the source code for it to work as it's supposed to. This is just a fact of life... and from time to time, being forced to find and fix these broken parts makes for some nice education and quickly erases any fears of messing with the inner workings of the engine.
02/03/2010 (4:25 pm)
I agree completely.If you want to code as little as possible, then pick up the Torque Game Builder (TGB) from garage games. This will only enable you to make games for PC.
If you're really adventurous, then go for the C# and XNA from microsoft at their 'creators club' site. From there, you can download everything you need to try out C# and XNA without spending a dime.
THEN, if you feel confident enough... try out Torque X (library) and the Torque X Builder (level editor). When you use Torque X, about 95% of your work will be writing C# and modifying the Torque X source. Torque X is broken out of the box and will require modification of the source code for it to work as it's supposed to. This is just a fact of life... and from time to time, being forced to find and fix these broken parts makes for some nice education and quickly erases any fears of messing with the inner workings of the engine.
#3
totally unrelated question, and im sure I can find the answers in the forum somewhere - but ya..do indie game designers make their own sound effects? or do they like license sounds? Im totally clueless lol
02/03/2010 (6:47 pm)
Ok awesome I was wondering about whether or not purchasing the source code is necessary I guess that clears it up, but for now I'm just gonna be reading and learning, ill check out that site. So I actually wanted to make a game for xbox live arcade, I think a lot of good indie games get some decent exposure there - I would need to learn how to use torque x 2d then?totally unrelated question, and im sure I can find the answers in the forum somewhere - but ya..do indie game designers make their own sound effects? or do they like license sounds? Im totally clueless lol
#4
Yes get the source code.
02/03/2010 (7:11 pm)
I would have an issue with TGB, it uses TorqueScript and finding documentation is not easy. I'd recommend TX because it uses C# and you can find tons of great books on coding. Yes get the source code.
#5
02/03/2010 (7:54 pm)
Audio: if you've got the skills then by all means make your own. Alternatively you can also buy sets of sounds for a one-time fee. Or you can pay someone to make custom stuff for you. Or if you know someone who will do audio for free then that's another angle.
#6
One last question - what program(s) should I use to start learning the basics? Or would it be more wise to just buy Torquex 2d and start learning with that immediately?
02/03/2010 (8:07 pm)
Thanks wow you guys are awesome! So much help so quickly hehe. Alright well I got a book on C# in the mail and a XNA one as well...I had a gift card for Chapters I hadn't used so It was free! Thanks for the help! One last question - what program(s) should I use to start learning the basics? Or would it be more wise to just buy Torquex 2d and start learning with that immediately?
#7
but having the source later on will help you narrow down bugs and memory leaks in your game causing crashes and stuff.
My opinion is if you have the money (150$ for torque X 2D) to get the source do that cause in the long run it will be helpful.
if not then what I would recommend is save up the money while just doing straight C#/XNA without torque or get the demo and don't worry about any Xbox 360 stuff at the moment.
Torque X 2D is not required to make a game for Xbox Indie Games (you can't make an Xbox live arcade game without a publishing contract from microsoft) there are plenty of games on the Indie Channel that were not created using Torque however Torque X does make it easier to do certain things like scenegraphs and sprite animation without having to code all of this yourself.
As for Indie Game Developers making thier own sound effects or not it really depends on the developer there are plenty of websites out there with free sound effects and music but it boils down to 4 things.
1) does the free stuff fit my game.
2) is there a library of stuff that I can buy cheaply.
3) will the license of the free or pay stuff allow me to use it in a commercial venture.
4) do I have the budget to pay someone to make exactly what I want.
#3 is the biggest thing to watch out for if the license says you can't use it commercialy then you can't submit your game to Xbox cause you will be making money.
for sound effects (explosions, lasers, etc) the free stuff will normaly work perfectly.
where I tend to see the problem is with the music as alot of the free stuff I've found are pretty much samples of artists trying to get you to buy thier work.
Sorry this was very long winded.
If you want to contact me at blackpanther[at]panthers[dash]den[dot]com for any help with learning the basics programming or even with learning some Torque X stuff feel free to do so.
the [dash] above in the email is a -
02/04/2010 (2:23 am)
I kind of agree with henry that having the source would be a good thing but i'm also in the boat of if you have no programming experiance at all having the source probably wouldn't help you too much mainly cause looking at it will probably give you a headache :)but having the source later on will help you narrow down bugs and memory leaks in your game causing crashes and stuff.
My opinion is if you have the money (150$ for torque X 2D) to get the source do that cause in the long run it will be helpful.
if not then what I would recommend is save up the money while just doing straight C#/XNA without torque or get the demo and don't worry about any Xbox 360 stuff at the moment.
Torque X 2D is not required to make a game for Xbox Indie Games (you can't make an Xbox live arcade game without a publishing contract from microsoft) there are plenty of games on the Indie Channel that were not created using Torque however Torque X does make it easier to do certain things like scenegraphs and sprite animation without having to code all of this yourself.
As for Indie Game Developers making thier own sound effects or not it really depends on the developer there are plenty of websites out there with free sound effects and music but it boils down to 4 things.
1) does the free stuff fit my game.
2) is there a library of stuff that I can buy cheaply.
3) will the license of the free or pay stuff allow me to use it in a commercial venture.
4) do I have the budget to pay someone to make exactly what I want.
#3 is the biggest thing to watch out for if the license says you can't use it commercialy then you can't submit your game to Xbox cause you will be making money.
for sound effects (explosions, lasers, etc) the free stuff will normaly work perfectly.
where I tend to see the problem is with the music as alot of the free stuff I've found are pretty much samples of artists trying to get you to buy thier work.
Sorry this was very long winded.
If you want to contact me at blackpanther[at]panthers[dash]den[dot]com for any help with learning the basics programming or even with learning some Torque X stuff feel free to do so.
the [dash] above in the email is a -
#8
02/04/2010 (11:26 am)
Thanks, I will probably contact you for some more info! Thanks for taking the time to give me all that advice lol
#9
As silly as this might sound, I would start with this book.
Learn Programming Now!
Microsoft XNA Game Studio 3.0
www.amazon.com/Microsoft-XNA-Game-Studio-3-0/dp/0735626588/ref=sr_1_3?ie=UTF8&am...
While the author could have done without the whole kiddy approach, the information in the book is pretty solid.
The second book I would look into is Beginning XNA 3.0 Game Programming
www.amazon.com/Beginning-XNA-3-0-Game-Programming/dp/1430218177/ref=sr_1_1?ie=UT...
I was reading both of them while I took a C# Class and ended up producing my Video Tennis Clone which I turned in as a final for the class.
02/04/2010 (9:46 pm)
My vote is C# although I would start with a couple of books on XNA.As silly as this might sound, I would start with this book.
Learn Programming Now!
Microsoft XNA Game Studio 3.0
www.amazon.com/Microsoft-XNA-Game-Studio-3-0/dp/0735626588/ref=sr_1_3?ie=UTF8&am...
While the author could have done without the whole kiddy approach, the information in the book is pretty solid.
The second book I would look into is Beginning XNA 3.0 Game Programming
www.amazon.com/Beginning-XNA-3-0-Game-Programming/dp/1430218177/ref=sr_1_1?ie=UT...
I was reading both of them while I took a C# Class and ended up producing my Video Tennis Clone which I turned in as a final for the class.
#10
And the O Reilly Learning C# book : www.amazon.com/Learning-C-3-0-Jesse-Liberty/dp/0596521065/ref=sr_1_1?ie=UTF8&...
I think if you start with straight XNA you may get confused, working in the XNA framework is different than working with Torque. I made my first game with XNA, I even made a particle generation thing. I have easily surpassed anything I would have done with just the XNA Framework. I also have not used C# before last jan. I have however used other languages and have been programming for many many (i am old) years.
Having the source version also means you have the very latest available, right now there have been like two updates since the free version on the MS creators club? It's worth it especially for the price, compare it to flash, $700.
You get the C# express edition compiler: free, XNA: free, TX2D $150. Thats pretty incredible. If you want to make Xbox games pay another $99 to Microsoft and you can publish and sell your games on the Xbox.
02/05/2010 (2:07 am)
I have two books on my desk at all times lately: John's book www.amazon.com/Complete-Guide-Torque-X/dp/1568814216 And the O Reilly Learning C# book : www.amazon.com/Learning-C-3-0-Jesse-Liberty/dp/0596521065/ref=sr_1_1?ie=UTF8&...
I think if you start with straight XNA you may get confused, working in the XNA framework is different than working with Torque. I made my first game with XNA, I even made a particle generation thing. I have easily surpassed anything I would have done with just the XNA Framework. I also have not used C# before last jan. I have however used other languages and have been programming for many many (i am old) years.
Having the source version also means you have the very latest available, right now there have been like two updates since the free version on the MS creators club? It's worth it especially for the price, compare it to flash, $700.
You get the C# express edition compiler: free, XNA: free, TX2D $150. Thats pretty incredible. If you want to make Xbox games pay another $99 to Microsoft and you can publish and sell your games on the Xbox.
Torque Owner Scott Cameron
As for making games there is alot to learn and alot of tutorials to learn most of it from.
If your looking for something that doesn't require alot of programming then I would probably recommend Torque Game Builder but if you want to make games for PC and Xbox 360 then you will want to go with C#/XNA and torque X 2d/3d.
you can check out http://creators.xna.com and download the samples they have there and read the code to see how things are going they also have a tutorial that runs you though how to make a fairly simple 2D game using just XNA and C#.