I have a question: I'm a pretty competent programmer and want to develop the core combat system for my game.
Should I just code it in whatever language I'm comfortable with and then port it to some actual GM software whenever I complete it? Or do I need to start out with some studio software and get comfortable with it first?
Lincoln Miller
If you actually were a """"competent programmer"""" you wouldn't have to ask this question, even less so on a fucking video games forum full of underachieving children with ADD.
Nathaniel Cox
Go back to the /vg/ general
Dominic Foster
This.
Isaac Smith
I looked under AGD but didn't find any threads, otherwise I would have posted there instead
How should I prove that I'm competent? My background is more of theoretical CS/Math but it takes fuck all knowledge to make a working combat system
Anthony Martinez
>I'M A NODEV SO EVERYONE IS A NODEV die in a fire
Brandon Baker
...
Julian Allen
sorry, I'm an idiot
Jace Peterson
>How should I prove that I'm competent? By going 10 minutes back in time and not making this thread.
Henry Reed
thanks user
Alexander Green
Either use C# or c++ for unity and in real respectively depending on your game. If it's 2d use gamemaker. Otherwise you're wasting your time
Anthony Rivera
>in real did you mean unreal?
Leo Moore
Wait, what the fuck have you done? You haven't written a module in any language yet, and you want to know how you should build your entire game too? Wait for a proper game dev thread here, simplify and explain your shit, otherwise the boilerplate recommendations are: >Cheap or prototyping 2D: GameMaker >Middle: Java or Python, google it >Proper 2D: Godot, SFML/SDL + C++14 >Simple yet inefficient 3D: Unity with C# >Proper 3D: Unreal Engine with C++
Xavier Powell
>making games in java Enjoy your memory hog
Adrian Perry
I've written baby modules in Java and Python years ago but most of the work I've done recently hasn't been game-related and is in C
Daniel Barnes
>I'm a pretty competent programmer >asking Cred Forums for advice heh heh
Nicholas Edwards
Why is the "core combat system" so important that you'd write it in another language before anything else?
Especially when you yourself seem to understand that it's easy as piss to make according to Your whole post is so confusing and really, really not something an actually competent programmer would ever say.
Joshua Scott
Well, I'd write the first version in a language I know most of the nuances about. Its piss easy because I've written stubs for (uncompleted) games in other languages (Python and Java to be exact) several years before without any additional software besides an IDE and compiler
I'd worked on back-end systems and balls deep in assembly up until recently.
I'm asking so I know if I need to invest in/download some other software before just opening Visual Studio and getting to work
Owen Jackson
That depends entirely on what kind of game you want to make. And if you're planning on writing everything from scratch or actually use a pre-made engine or game maker.
There's no absolute solution, especially with no understanding of your situation and aspirations.
Jason Watson
That's understandable
Jackson Thomas
I know it can be done but shouldn't for big boy stuff, added it for completeness sake. Regret adding it, it's an awkward tier between GM's cheap n cheerful usage and C++ with specific graphics library/OpenGL efficient but cumbersome development. But literally the fuck are you doing? 2D? 3D? Simple or complex? Just say, no one will steal your game from a fucking pitch line since all the shit that makes it good is in your head.