Tag Info

Hot answers tagged

65

6502 Assembler Here is a forum page about hacking the ROM. http://forums.selectbutton.net/viewtopic.php?t=26956&sid=1a883209e1ba63877bcd58c007bb63ae It should contain any code references you need as well. A few posts down there is a link to a zip file that contains these items needed to edit/hack the game. ca65 - a 6502 assembly compiler from ...


62

Scripts are usually compiled at run time, while the host language will be compiled at compile time. This means that we don't need to recompile if the script changes. Recompiling a full game can take minutes to hours, which implies a big productivity hit. Usually, the critical code or backend code will not be scripted. This code should run fast and often ...


33

C++ is the lingua franca of the console game industry. C# is used pretty heavily for tools and pipelines.


32

Almost all NES games were hand-written in 6502 assembly, the same as used in the Commodore 64, the Apple ][e, etc. The very few which were written in C had a reputation for being terribly slow because the NES is only 2Mhz and has 2Kb of onboard RAM (with an 8Kb window for the cartridge to patch more in). Careful assembly designed to take full advantage of ...


27

Common programming languages can be broken up by "type" of game development. Large, triple-A games that are pushing the envelope when it comes to graphics typically utilized a mixture of straight C and C++ for the majority of the project. Often, a scripting language will be involved--though, this isn't necessarily true of all engines. Gameplay code is ...


17

C++ is fairly prominent in the current gaming market. Thought C is still widely used. When making games, your main focus should not be language but the end product. Never start a project thinking "How can we make this in language X?" but "How can we make this in the best way possible?"


16

Depends what path you are going down, frankly most people don't expect specific platform skills in a junior. If your a games programmer, make a lot of games. If your a technical programmer make a load of tech demos. Read interesting white papers and try new stuff out. If you do something interesting that makes the programmers go OOOoo we will WANT to talk ...


14

Doom, Quake, pretty much all id games up until id Tech 4.


12

1) Read what industry veteran Tom Sloper has written about a career in games design and development. It is the ultimate source for getting started. 2) Start by making at least one 2D game, so you know what the game development process entails. 3.1) If you are more used to Java, ActionScript 3.0 is a good language to learn in; it is forgiving; and ...


9

Scripting languages for game logic is a very good example of the software architecture pattern Alternate Hard and Soft Layers. There's a good discussion on that site (and others I'm sure) on the benefits of doing so.


9

You have to make this decision up front, before you start on any sort of development. Until you decide what language(s) and platform(s) to utilize, you can't actually do anything but concepting, design and preproduction. That said, you may want to allow for future ports or expansion to factor in to your decision. If you want to port to multiple desktop ...


8

Things that are important: Hex grid movement, obviously Hot-seat or online play - it's a multiplayer board game, thus a multiplayer video game Keep track of what you might call "touchdowns" at a specific location, as well as HP and movement speed AI would be unnecessary, so would sound effects or a matchmaking server. I just want to be able to ...


8

Flash is dying. Whatever some Flashers may tell you, HTML5 is slowly taking its place. Slowly, because HTML5 still isn't really production ready in many senses, for full-fledged and straightforward game dev. You can see solid stats for the shift over the last year if you look (for example) at those jobseeking sites that record these things, Flash demand is ...


7

Each new lua class is two lines. Each new C++ class is pain. No whining about types when all you want is shuffle values around. Garbage collection. Script code is nicely isolated in virtual machines, away from all those nasty wandering segfaults and array overflows.


7

As already mentioned, C++ is essentially the language to learn; the major consoles all host a C++ development environment, for better or worse. C# is starting to take off, in XNA-powered games, but is most often also used for tools development. Lua is also one of the most commonly used scripting languages in games; it's helpful to have at least a passing ...


7

The ultimate source is the TIOBE Index. Granted it won't tell you what each language is being used for...


7

Hudson is by far the best continuous integration app ever. It's free (open source I think), and it comes packaged in a single .war file, or you can opt for the standalone package with a small Tomcat (I think) application server -- either way, super easy install. The user interface is amazing. The list of plugins goes on and on (it'll be compatible with ...


7

For a junior role I'm not looking for a lot of experience in any particular API, but instead a good grasp of the concepts involved. If it's a graphics related position you're looking for, demonstrate you know 3D maths, and how to use an API well (OpenGL or D3D, don't care which really - just make sure you optimise it well). Frankly all APIs more or less ...


7

Do python games use Lua? Generally? No. Is it a resonable thing or I should just stick to pure python? Define "reasonable"? Python has been used in many game development scenarios. While Lua may be well known among some game mod circles (like WoW GUIs, Garry's Mod, and so forth), Python was the language of choice for Civilization IV modding. So ...


6

FWIW, I would consider programming on Xbox 360 in C#/XNA to be a very good substitute for "the real deal". Consider: In XNA on 360, you have to deal with garbage collection; specifically, you need to avoid making too many, if any, allocations per-frame. While in C++ on 360, you don't have to deal with garbage collection (unless you're dealing with a ...


6

You're on the right track with HTML5. Most of the tech around it is certainly not "new" per se, but JavaScript games being considered for real-world game development is. Mozilla recently started an initiative called Game On 2010 which is getting a lot of attention, so you can bet that Canvas and JavaScript-based games will be picking up tons of speed in the ...


6

In short, is there anything I absolutely need to know to not be just an expensive chair heater? Yes, that you are asking the wrong kinds of questions. Technology and requirements will change and you will be required to adapt. Don't worry too much about learning the "proper" language or technology. Learn to think and to solve problems. At best you will ...


5

Script changes are easy to deploy. For example, you can keep scripts in a database which means that instead of a full binary redeploy and possible service restart, you just issue a single SQL UPDATE statement, possibly followed by a signal to your running service to reload the script. Also script languages are often simple to understand and easy to program ...


5

For Metal Gear : Guns of The Patriots, Kojima used their own in-house engine. Its unavailable to general public. C++ is the de-facto of the console game industry. So, I believe it was in this case too. Recently they are developing a new engine which they have revealed E3 of this year, named Fox Engine. They say they will be using this multi-platform engine ...


5

Thinking about your target platform is the right approach, and modern Intels actually have a quite good (for Intel) GLSL compiler. If you need to run on downlevel Intels you'll have to re-evaluate (I actually went back to ARB ASM recently for that very reason). Beware of NVIDIA - their GLSL compiler will even accept some HLSL syntax/keywords, and if you ...


5

however there is not an awful lot of commercial games using PyGame, and I'd like to invest my time in the best way and ideally to make an extra buck in the future. And who cares? The toolchain is not what makes a game commercial or not, it's not what makes it a AAA title or not. PyGame will not prevent you from realizing your goal of creating a ...


5

You can do it all in JavaScript. For server side, use node.js. That's basically a JS interpreter outside of the browser, so you can run it just like you run Python or other great scripting languages. Not just that, it gives you support for many networking features, mainly you'll be serving the actual content with it. For communication you'll want to use ...


5

Yes. But it depends entirely on the game you want to make, and how much time you want to spend making it. Clearly, Ada is not a well known language in the world of game development. That comes with it a few complications: You'll have to create most of your own tools/libraries (pathfinding, texture/model parsers, animation libraries, etc.) I don't think ...



Only top voted, non community-wiki answers of a minimum length are eligible