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Full Version: How long did it take you to learn QBasic?
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I'm gonna start a game right now...
I know loops , arrays, if statements, etc. Should I start programming now and use my book as reference?
The only way to learn sometimes is Trial & error at least thats my oppinion I never got a book I just got online tutorials & try programming . when something dont work use the book . unless you are reading & programming at the same time I don't think it would help (just to read by itself)
don't be affraid just do it
Please, could you guys use the edit button? Thanks Smile

BTW, I'm still learning, and it's a year on. Basic concepts will take you a week or two. Applying those in innovative ways may well take you a lifetime.
And, using basic statements will not make you a good game, folks! Especially not one with good graphics. =P Its a sad fact of Programming. =)

I have a good knowledge of QuickBasic, and I cant make games nearly as good as Rel, or those guys. And I doubt anyone will ever surpass Syn9 or Pieslice. Or that brilliant RPG PedXing by Typosoft!! That was amazing!
It takes time. But it takes around 2 weeks for the 'basic' concept =).
It took me about 2 days to adapt to QBasic after spending many years in C64 BASIC V2.

Quote:I have a good knowledge of QuickBasic, and I cant make games nearly as good as Rel, or those guys. And I doubt anyone will ever surpass Syn9 or Pieslice. Or that brilliant RPG PedXing by Typosoft!! That was amazing!
Who decides who is better? A game will always have people who like it or dislike it. For example...anyone remember "Lianne In...The Dark Crown"? I hated it, but many QBers liked it. Same with Tsugumo's "TheGame".

There's more to game design than just knowing how to code. The reason all the "big games" do so well is because the people behind them see them as more than just programs...they're works of art and should be treated as such. Also, if you have no confidence in your ability as a game developer, your work will always be subpar even if you're the most amazing coder in the known universe. The code doesn't really make the game...the experience of the game world does. Granted a good game engine is required, but it is at such a low priority that you can safely say that it is not even really an issue.

If you want to produce something truly amazing yourself, do not put all your faith into your coding ability. You can write the most beautiful code in the world for your game engine, but if the basis for the game itself is to pick up a sword and go chase an evil wizard who kidnapped yet another anonymous princess, you're going to fail. Miserably. In the end...no one really cares what your code looks like. No one plays a game to gawk at sourcecode. They play a game to be immersed in your game world, so it has to be interesting enough to grab their attention from the opening moments and never let it go.

Nek will now step off the soapbox...
IMO, it doesnt matter how beautiful your code looks as long as it is efficient =). But yes it needs to be clean if you are working in a team.
In addendum...I remember that Terrascape game that Pieslice put out a little while back...I played it like once or twice and then kinda forgot about it. Why? It may have been a visually stunning game, but to me, it had absolutely no replay value. In fact, it had no real PLAY value to me. It's simply not my kind of game first of all, and second of all, there was nothing to it that kept my attention, especially as I was playing it past the one minute mark. While it appealed to some, it didn't appeal to me.

TBBQ: Efficient code IS beautiful code. Big Grin And if you're working in a team, you should always comment the hell out of the code so no one gets confused. Big Grin
Five seconds.
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