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What was your biggest misconception before


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#61 Rusty

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Posted 03 November 2011 - 12:18 PM

I'm also one of those persons who thought that games had one graphical frame for every possible outcome of every possible event. I remember looking at one of those leaflets that came with N64 games that advertised other N64 games, watching a frame of DK64, and suddenly getting a relevation. "Ah! So THAT'S how those games work!" Apparently I was wrong.

/\
There is a guy on the GMC that tried to program a game like that. Asked me if I could sprite every frame for him. He soon learned.

[No it wasn't me]
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#62 chance

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Posted 03 November 2011 - 12:42 PM

There is a guy on the GMC that tried to program a game like that. Asked me if I could sprite every frame for him. He soon learned.

Damn you Rusty. :dry: You promised you'd never tell on me.
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#63 Big J

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Posted 06 November 2011 - 04:23 AM

My misconception, before I started making games or programming at all, was that programming "code" was a huge quantity of algebraic equations, binary code, hexadecimal, etc. In a word, I thought none of that stuff would be human readable. It was all a black box mystery to me. Game Maker has given me a basic concept of "how stuff works" in computer programming and game development. I still don't stand a chance of understanding how to make a game engine in C++ even though I learned a bit about object-oriented programming, but Game Maker has allowed me to do things that I never thought would be possible on my own. :biggrin:

By the way, yes... the thought that a game might be a huge amount of bitmaps did cross my mind once or twice. :laugh:
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#64 coppolaemilio

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Posted 07 November 2011 - 02:51 AM

I thought that programming was imposible to write wrong.


Also! Me and my brother started making games with photoshop 2.0 on our old mac. We made a big draw and selected the character, then we moved it with the arrows keys... That was our first game...
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#65 ThatSnail

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Posted 10 November 2011 - 05:25 AM

also, is it just me or did anyone else ever try to make a game on MS PowerPoint? :P?

OHHHH MYYYY GODDD SO DID I! I'd make mouseover boxes that lead to "Game Over" screens and you'd have to avoid them to get to the goal oh man I thought I was the only one.

Time to cry.
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#66 makerofthegames

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Posted 10 November 2011 - 05:30 AM

Anyone else ever make a text-based game with Javascript and HTML? :tongue:

Edited by makerofthegames, 10 November 2011 - 05:30 AM.

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#67 Bytewin

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Posted 10 January 2012 - 11:15 PM

^ *Raises Hand* well, I thought it was pretty cool :confused:
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#68 Dark Matter

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Posted 11 January 2012 - 06:43 AM

Anyone else ever make a text-based game with Javascript and HTML? :tongue:

Wait, how is that a misconception? It's perfectly fine to use JS for that :P
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#69 GStick

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Posted 11 January 2012 - 09:07 PM


also, is it just me or did anyone else ever try to make a game on MS PowerPoint? :P?

OHHHH MYYYY GODDD SO DID I! I'd make mouseover boxes that lead to "Game Over" screens and you'd have to avoid them to get to the goal oh man I thought I was the only one.

Time to cry.


I always did this in school when I was bored.

And even farther back in school we had some weird animation program. It could respond to mouse clicks so I made really simple games with that too. I remember making some lame golf game with it that everyone thought was sooo cool. :rolleyes:
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#70 theALCH3MIST

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Posted 13 January 2012 - 03:01 AM

Mine was that you needed to know c++, have a design degree and the whole nine yards to make a good game! That kept me running after C++ books - what a waste of time. Gm changed all that :D
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#71 Gamer3D

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Posted 13 January 2012 - 03:44 AM

I'm also one of those persons who thought that games had one graphical frame for every possible outcome of every possible event. I remember looking at one of those leaflets that came with N64 games that advertised other N64 games, watching a frame of DK64, and suddenly getting a relevation. "Ah! So THAT'S how those games work!" Apparently I was wrong.

By the way, yes... the thought that a game might be a huge amount of bitmaps did cross my mind once or twice. :laugh:


Some games are made that way. Myst and Riven are good examples, although some more active games are made that way as well. (There was a Hotwheels game that I played a LONG time ago. It had videos for levels and a single sprite to show the player.)

Even before I started programming though, I was quite good at determining how game engines worked.
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#72 CaptainLepidus

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Posted 17 January 2012 - 06:56 PM

Wow, I always thought I was the only one to make powerpoint games...

I've never really believed games were made with millions of images, however, I did consider the possibility of it a few times; not that EVERY game was done that way, just that you could do a game using that method.

I also used to believe games were written in binary...

I feel so...un-unique...now D:
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#73 ugriffin

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Posted 17 January 2012 - 08:46 PM

Mine was that you needed to know c++, have a design degree and the whole nine yards to make a good game! That kept me running after C++ books - what a waste of time. Gm changed all that :D


Oh lol, I remember I used to think that too.

Most C++ books are a bit useless in the regard that they spend chapters and chapters teaching you the language's syntax, and nifty tricks for command line apps, and almost no graphically based stuff *at all*, in the age of computers that revolve around graphics.
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#74 Drandula

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Posted 17 January 2012 - 10:08 PM

Have anyone made text-game with calculator? I did :)

My biggest misconception was that I could do massive project alone.
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#75 Dark Matter

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Posted 17 January 2012 - 10:25 PM

Most C++ books are a bit useless in the regard that they spend chapters and chapters teaching you the language's syntax, and nifty tricks for command line apps, and almost no graphically based stuff *at all*, in the age of computers that revolve around graphics.

Ah, this is so true - it annoys me so much!
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#76 paul23

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Posted 17 January 2012 - 10:51 PM


Mine was that you needed to know c++, have a design degree and the whole nine yards to make a good game! That kept me running after C++ books - what a waste of time. Gm changed all that :D


Oh lol, I remember I used to think that too.

Most C++ books are a bit useless in the regard that they spend chapters and chapters teaching you the language's syntax, and nifty tricks for command line apps, and almost no graphically based stuff *at all*, in the age of computers that revolve around graphics.

:huh:

You know, c++ is so good because you can make your own choices right? That means 90% of the time programming you won't be working on the interface, but instead on the algorithms.
I've always 2 C++ books next to me whenever I program, very handy to have quick physical access to good examples and an overview of the language. And without understanding all the basics you're not building on stable blocks, you need to build from ground up - not start in the middle level.

If I wish to learn something now, the first thing I look for is a good book in the university library :P.
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#77 getty

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Posted 25 January 2012 - 05:37 AM

I've had no idea to be honest. I liked playing games and was curious how to make one, particularly because the games I played didn't have the features I wanted it to have.
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#78 nicoga3000

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Posted 26 January 2012 - 03:09 PM

There were two big ones for me.

1) I had read a book called Game Programming Gems. This book is regarded as one of the best, but I definitely didn't learn anything from it! It sort of made me believe that to make great games, you had to be a genius programmer or something. Not so much...

2) For whatever reason, I figured that making games involved just picking from a giant bucket of art assets. Turns out, art is the biggest hurdle I have! :laugh:
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#79 scurvycapn

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Posted 26 January 2012 - 04:37 PM



Mine was that you needed to know c++, have a design degree and the whole nine yards to make a good game! That kept me running after C++ books - what a waste of time. Gm changed all that :D


Oh lol, I remember I used to think that too.

Most C++ books are a bit useless in the regard that they spend chapters and chapters teaching you the language's syntax, and nifty tricks for command line apps, and almost no graphically based stuff *at all*, in the age of computers that revolve around graphics.

:huh:

You know, c++ is so good because you can make your own choices right? That means 90% of the time programming you won't be working on the interface, but instead on the algorithms.
I've always 2 C++ books next to me whenever I program, very handy to have quick physical access to good examples and an overview of the language. And without understanding all the basics you're not building on stable blocks, you need to build from ground up - not start in the middle level.

If I wish to learn something now, the first thing I look for is a good book in the university library :P.

Agreed. It is all about fundamentals. You need to learn the basics of a language first if you want to master it. Even with graphical interfaces, guess what? The code behind it is the same. Whether I have to press "1" to select a menu item in a command line application or click the "Begin" button in a winform application, I'm still running the same algorithms in the background. I'm still checking for the existence of a key in a collection or if the current value is within bounds. I believe that starting with command line applications/exercises is beneficial in the fact that it really makes you look at the structure of your application. The application is started with one main function. You need to make sure that your user has a way to navigate through the application, looping, calling the proper sub routines, etc. It's a bit easier with a winform app when you can just display a form and keep it up until the user decides to click the close button. Plus, most development houses have UI/presentation teams anyway who handle all the pretty stuff anyway.

Or maybe I'm just biased because I write so many command line apps for work.

Edited by scurvycapn, 26 January 2012 - 04:38 PM.

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#80 chaz13

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Posted 29 January 2012 - 03:26 PM

I can't say I thought much about how they were made, just enjoyed them.
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