Not signed in (Sign In)

Social Bookmarks

Bookmark and Share

visit us at mumbojumbo.com

Vanilla 1.1.5a is a product of Lussumo. More Information: Documentation, Community Support.

    •  
      CommentAuthorrmadsen
    • CommentTimeOct 28th 2008 edited
     
    Welcome to the new MumboJumbo game coding forum. This is were you can ask any questions you might have about game coding (or any game development topic). I'll do my best to answer your questions or even find someone else who can. Keep in mind that Mumbo Jumbo is a casual game company, which means most of our programming and art is done in 2D. While I'll do my best to answer questions you might have related to 3D programming, 2D is my specialty!

    Robert
    •  
      CommentAuthorvixen999
    • CommentTimeOct 31st 2008
     
    What is a good way to start doing some programming of basic casual games? Not for profit. I have taught Flash but am not a great Flash programmer. I have also taught Alice and am doing some basic Scratch. I would love to get my students involved in some basic game-type programming.
    •  
      CommentAuthorrmadsen
    • CommentTimeNov 2nd 2008
     

    Hi and thanks for the question.

    I don' t have any experience using either Alice or Scratch. After I read your email I went to the websites of each and spent some time getting familiar with them. Of those two products I prefer Alice. The work you do with alice and the language that is constructed seems to be much more related to a real programming language and situation.

    Your original question asked what a good way to start doing some programming of basic casual games. That's a little harder to answer, actually. I think it depends on a few factors.

    1. What do you mean by "casual game".

    For example, are would the end result of an Alice project be considered a game? Certainly it is an interactive program, and I'm sure it could be a game. But my initial thought would be that Alice (and scratch) were good tools for giving a beginner a interesting introduction to computer animation first, then programming second, the somewhere down the line, games.

    Which leads to the next question:

    2. What level is the student?

    Again, Alice and Scrach look like great tools for a beginning student. However, if the students are already learning actual code or programming, or want to learn an actual language, then I might suggest something else. For example, let's say you have students who have a pretty good understanding of programming concepts, have perhaps even written some programs, and now want to go deeper into programming and learn how games are programmed. Then, without a doubt, I would suggest Microsoft XNA which uses C#. C# is an easy language to learn, has gained wide industry acceptance, and is just right for creating casual games.

    Flash is using ActionScript is also another possibility. The great thing about Flash is that it provides a much easier platform for doing the graphics and animation, which allows students to focus on learning the coding aspects. ActionScript is almost exactly like C, so they are really learning a language they could apply to the real-world later on.

    However, Flash is EXPENSIVE and certainly beyond the reach of t he average student should they want to pursue work outside of class. Also, Flash is, first and foremost, a multimedia animation program, which means you have to get past the Flash terminology before you can start working on the programming. I recommend Flash Game Programming for Dummies as a primer.

    Finally, if you are looking for a way to create game without really worrying about the programming aspect, then I would suggest Gamemaker (http://www.yoyogames.com/gamemaker) which is a tool for creating 2D games using a drag and drop interface and less dependant on coding.

    3. Inherent the discussion number 2 above is what is your end goal?

    Again, if the end goal is to spike interest in students completely unfamiliar with comptuers and programming, use Alice.

    If the goal is to teach a real programming language and game programming, use XNA.

    If the gaol is to learn the fundamentals of 2D game design without a lot of coding, use Gamemaker.

     

    I hope this helps. Check back soon. Robert

    •  
      CommentAuthorvixen999
    • CommentTimeNov 4th 2008
     
    Thanks for your response and all of your research! I have taught computer programming at the high school level. Alice is moving towards a full Java interface, but it is not really a game programming interface. I liked your comments about Flash and the recommendation for the book. I like to play around with programming and have done some Flash and a little Gamemaker and will investigate the Microsoft program you mentioned!

    Thanks!
    Vicki
    •  
      CommentAuthorrmadsen
    • CommentTimeNov 5th 2008
     

    Here is a little more detail about the Microsoft program:

    XNA is a game development framework. It requires that  you actually program in C#. All of the tools are available for free. This particular solution means that the student would actually be using Visual Studio to write C# code. This implies that you want to actaully teach someone to program using actual code rather than the other environements that have graphical interfaces.

    The link to begin exploring XNA is found at http://msdn.microsoft.com/en-us/xna/default.aspx.

    The link for Visual C# Express is http://www.microsoft.com/express/vcsharp/.

    Let me know what you decide or if you have addtional questions.

    Robert

    •  
      CommentAuthorTrey
    • CommentTimeNov 27th 2008
     
    The Dallas XNA User's Group (http://www.dallasxna.com/) is on its 5th month now, and we would welcome anyone who wants to learn and collaborate on the use of this framework. Our next meeting is January 20th.

    One question I would ask of you: what tools do you use for game development? i.e. programming language and framework (OpenGl/DirectX/XNA)
    •  
      CommentAuthorrmadsen
    • CommentTimeNov 29th 2008
     

    @Trey: I'd love to participate in the XNA User's Group. I'll check out the website, but if you can put me on your mailing list as well  (rmadsen@mumbojumbo.com).

    At this time I have only "tinkered" with XNA, but I'm very familiar with C#. At our studio we currently use C++ mostly and Visual Studio 2005 for development. Our current graphics techology base is DirectX 8.

    Robert

    •  
      CommentAuthorTrey
    • CommentTimeNov 30th 2008
     
    The group is run by Rick Spencer; you'll have to e-mail him at: rsvp@dallasxna.com to get on the mailing list. But really, all you have to do is show up; we'd love to have you there. Our next meeting is January 20th, at the SMU campus at 5232 Tennyson Parkway in Plano. I forget the room number.
    •  
      CommentAuthorrmadsen
    • CommentTimeNov 30th 2008
     

    Great! I hope to be there. Robert

    •  
      CommentAuthorTrey
    • CommentTimeDec 4th 2008
     
    Finally managed to get one of my projects up on my website; you can read about it here: http://www.thetomesdomain.com/home/Projects/Lockdown/tabid/57/Default.aspx. It downloads as a ClickOnce application, so after you install it the first time it should automatically keep itself up-to-date with the latest version I have published to the site. I would be happy to share the source code if anyone is interested.
    •  
      CommentAuthorrmadsen
    • CommentTimeDec 5th 2008
     

    @Trey. I checked out your game and left some comments, but I cant' tell if they all got posted or not. Great first effort! Keep working at it to turn it into a completely polished game. Here were some of my suggestions:

    - Interaction with the enemy robots (e.g. bouncing off each other instead of just passing through)

    - Clearer indication of how many lives I have

    - If I clear a room, leave, and immediately return, it shouldn't be filled to the brim with enemies again.

    - Better transitions from one room to the next.

    - Roaming super-enemies that follow me from room to room (perhaps as difficulty increases)

    - Expand to more complex levels.

     

    Awesome.

    Robert

    Go XNA!

    •  
      CommentAuthorTrey
    • CommentTimeDec 6th 2008
     
    Thanks for your comments Robert, and your comments on my site did post successfully. I think I'll put some more work into this game today.
  1.  
    Hello,

    I just played Luxor: Quest for the Afterlife. I really enjoyed the game. The music and voice over gave me the feeling of being in a theme part ride. Really nice work!

    Rmadsen: I have always wondered how the particle effects are created in casual games. I have written simple particle systems with blending to get the glowing particle effect, but I have never managed to get the particles to move along paths in a satisfactory way. I noticed in Luxor that you have many particle trails. Any hints as to how you achieved this effect or similar particle effects? Do you guys use pre-generated paths? Or some sort of spline function, etc.?

    thanks,
    Don
    •  
      CommentAuthorrmadsen
    • CommentTimeJan 13th 2009
     

    @Don:

    Sorry it took so long to get back to you. Our particle system treats each particle as an independant object with it's own lifetime, trajectory, and velocity. the Trailing effects are generally created by giving the particles a medium lifetime and zero velocity so they stay in place and fade while the main particle emitter moves on. We do not use pregenerated paths or splines, but instead, define parameters that control the initial behavior of the particles, which are then generated by code.

    Robert

  2.  

    @rmadsen

    Thanks for the tip on particle system implmentation.

    Don

    •  
      CommentAuthorWhiskey
    • CommentTimeJun 14th 2009
     
    Hi,

    We're considering a pre-clinical trial to attempt to suppress tinnitus with custom sound frequencies. We think it may be possible to retrain portions of the audio cortex not to hear tinnitus through game play. Not meaning to sound too grandiose here, but we think there's a shot at curing this disease with a computer game. Enough evidence so far to try anyway.

    Can anyone recommend an open source where the game play would highly value the player hearing one of two frequencies (as a proximity warning etc). The game would be reduced to two sounds and background music. Success would be reliant on the patient actively responding to the sounds in the game.

    Any suggestions greatly appreciated.
    •  
      CommentAuthorWhiskey
    • CommentTimeJun 14th 2009
     
    For anyone interested in the science re: my previous post we're attempting to modulate intractable tinnitus by way of transcranial magnetic stimulation (TMS) then electrode stimulation while getting a highly active reaction to custom sound frequencies. In short, the patient would play a game with winning determined by their response to certain sounds while getting an associated electrical stimulus to their their audio cortex.

    The real point of this second post is that If you're a coder with mod experience, and have interest in working with us, flick me a message at jonpeters ate gmail.