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Interest in Programming


KidGameR186496

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Recently i been interested in programming for the Jaguar, i have various ideas for games that i want to get out of my head, i've been thinking that doing mock-up boxes is not really a way to cotribute the community,this question is for the homebrew devs,what's the best program to develop games for the system? Thanks 1f642.png

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  • 2 weeks later...

i know but some people are telling me that assembly is good as well.

I'm sure they aren't telling you that for your own good.

 

Basic is a great place to start for a new programmer, as a programmer myself, I'd never recommend assembler to a beginner.

 

Raptor Basic still has some advanced elements (compared to normal basic) due to the nature of the old hardware but you would have a much clearer understanding of what's going on by using it.

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I'm sure they aren't telling you that for your own good.

 

Basic is a great place to start for a new programmer, as a programmer myself, I'd never recommend assembler to a beginner.

 

Raptor Basic still has some advanced elements (compared to normal basic) due to the nature of the old hardware but you would have a much clearer understanding of what's going on by using it.

Well Thanks for the recommendation dude :)
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Think of it this way: high level language like basic needs a few lines of code to get things on the screen and moving. Assembly code (which one were they suggesting as each variant has it's nuances - was it the DSP or 68k ?) Needs hundreds. One mistake in code will make it not work as expected, if at all. Do you want to be finding errors in tens of lines or hundreds? Do the math :)

 

Performance wise you would not be noticing much difference comparing a high speed library/development language like the raptor package to C or untuned assembler.

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Think of it this way: high level language like basic needs a few lines of code to get things on the screen and moving. Assembly code (which one were they suggesting as each variant has it's nuances - was it the DSP or 68k ?) Needs hundreds. One mistake in code will make it not work as expected, if at all. Do you want to be finding errors in tens of lines or hundreds? Do the math :)

 

Performance wise you would not be noticing much difference comparing a high speed library/development language like the raptor package to C or untuned assembler.

Hmmm... i see

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Don't be fooled by the 'Basic' part in rB+

 

The BASIC used is very flexible and powerful, and the API leverages the custom chip set to do all the heavy lifting for you.

 

Check the following threads for some great examples:

 

http://atariage.com/forums/topic/247114-raptor-basic-is-one-year-today-a-retrospective/

 

http://atariage.com/forums/topic/240630-astro-storm-my-new-rb-game/page-1

 

http://atariage.com/forums/topic/241247-wip-%CE%BCfly/

 

http://atariage.com/forums/topic/235716-rb-particle-demonstration/

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As long as you keep your first project within the realms of reality then you won't need assembler. Sadly, far too many fume sniffing wannabes think the jag has "untapped potential" waiting to be discovered by assembly language toting gurus. In reality, you can create fun and compelling games in a high level language and optimise the slow parts with better algorithms and dropping into assembly language as a last resort.

 

If you get stuck on something, post your code and ask for help. Its much easier for other programmers to help you out when you've had a go at trying something first. That way, they can see how you are going about it and make suggestions instead of taking random guesses which may or may not help. Don't forget that the people likely to help you out are also busy with their own projects and aren't sitting there like a tech support crew just waiting for things to do.

 

As long as you are having fun making the game and learning new stuff along the way thats all that matters at the end of the day. There are also downsides to making a game on the jag. It doesn't matter what you do, naysayers will deem it "not jag worthy" or "not 3D enough" :lol: or "it looks 8bit" :rolling: and bitch and moan about what you are doing and how you are doing it. If you can't handle public criticism from jagtards then making a jaguar game may not be a hobby you want to pursue.

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Hmmm... i see

As long as you keep your first project within the realms of reality then you won't need assembler. Sadly, far too many fume sniffing wannabes think the jag has "untapped potential" waiting to be discovered by assembly language toting gurus. In reality, you can create fun and compelling games in a high level language and optimise the slow parts with better algorithms and dropping into assembly language as a last resort.

 

If you get stuck on something, post your code and ask for help. Its much easier for other programmers to help you out when you've had a go at trying something first. That way, they can see how you are going about it and make suggestions instead of taking random guesses which may or may not help. Don't forget that the people likely to help you out are also busy with their own projects and aren't sitting there like a tech support crew just waiting for things to do.

 

As long as you are having fun making the game and learning new stuff along the way thats all that matters at the end of the day. There are also downsides to making a game on the jag. It doesn't matter what you do, naysayers will deem it "not jag worthy" or "not 3D enough" :lol: or "it looks 8bit" :rolling: and bitch and moan about what you are doing and how you are doing it. If you can't handle public criticism from jagtards then making a jaguar game may not be a hobby you want to pursue.

I can actually take critisism to improve myself in what i want to aciheve :)

Oh and if i have problems,no doubt i'll consult with you guys.

But as i stated on the Facebook group I have to fully flesh out my ideas before i start programming.

Edited by KidGameR186496
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I can actually take critisism to improve myself in what i want to aciheve :)

There is a world of difference between well thought out, constructive criticism that is intended to improve some aspect of your project e.g. game mechanic ideas, new algorithms, better tools/methodology etc. and destructive criticism designed to belittle, demotivate and generally piss you off enough to leave the scene. The destructive comments are typically dished out by bullshitting, drama queens with an axe to grind. Some words of advice: Be like Mr Tibbs and not Mr Fibs.

 

Oh and if i have problems,no doubt i'll consult with you guys.

Ask question publicly and you'll be fine. That way, other people can also learn from you indirectly and more than one programmer can chime in with their suggestions too.

 

But as i stated on the Facebook group I have to fully flesh out my ideas before i start programming.

You don't need to flesh out anything in order to download the tools, look at and learn from the examples and to get your own sprites interacting with their environment under player control. Start with small projects designed to improve your knowledge and build up to your first big project. Going for the magnum opus first game is most likely not going to end (or even start) well. Just start tinkering away and have fun. Try and learn what makes a game fun to play and has that "just one more go" feel too.

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No i haven't done any before.

Don't worry. Nobody is going to make any fun of your first few projects if you haven't done any coding before and are just starting out to figure out what coding is.

 

And while jag is absolutely powerful enough to do some basic 3D even without using GPU/DSP/assembler from high-level language (like I proved with me H.E.R.O. engine written in C), for your learning purposes it's best if your first game is something simple 2D, so you can wrap your head around variables, loops, conditions, input and everything happening in the game loop. It's a lot initially.

 

Try to simplify your first game design as much as possible initially. Some 8-bit gameplay is enough to start with - e.g. some static screen/platformer and similar.

You won't escape the feature creep anyway, once you start enjoying the coding.

 

What kind of game do you have in mind ?

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Also, by the time that the programming language you use, starts to be a problem in your code, you will already know enough to move to a lower level language. I've done some coding in GFA BASIC and C/C++ for the Atari ST/Falcon (not games though) and I can tell you the language was never the problem.

 

By the way, make sure your first project is fairly simple. I've found these ideas from extra credits very helpful and solid advice:

 

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Don't worry. Nobody is going to make any fun of your first few projects if you haven't done any coding before and are just starting out to figure out what coding is.

 

And while jag is absolutely powerful enough to do some basic 3D even without using GPU/DSP/assembler from high-level language (like I proved with me H.E.R.O. engine written in C), for your learning purposes it's best if your first game is something simple 2D, so you can wrap your head around variables, loops, conditions, input and everything happening in the game loop. It's a lot initially.

 

Try to simplify your first game design as much as possible initially. Some 8-bit gameplay is enough to start with - e.g. some static screen/platformer and similar.

You won't escape the feature creep anyway, once you start enjoying the coding.

 

What kind of game do you have in mind ?

A platformer for my first project.

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A platformer for my first project.

 

You're aiming too high for your first project. If you've never done any kind of coding before, take things in small steps. First, learn how to display an image on the screen. Then, learn how to display a sprite and move it around. Then move on to multiple sprites with bullets, add in a background, etc. If you can't learn those small steps first, you're going to overwhelm yourself and get discouraged.

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You're aiming too high for your first project. If you've never done any kind of coding before, take things in small steps. First, learn how to display an image on the screen. Then, learn how to display a sprite and move it around. Then move on to multiple sprites with bullets, add in a background, etc. If you can't learn those small steps first, you're going to overwhelm yourself and get discouraged.

I see,thanks for the advice. Guess i should start practicing.

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