Confused
Well there is a lot to game making and I've tried tons of different engines. Just about every free engine out there that I could find.
Scripting in RF has to be one of the easiest languages out there. Between the forum, the documentation, and the example scripts it just takes a little trial and error to get what you need working.
Welcome to the forums and if you really want a good place and system to get started making your own games you've come to the right place.
Scripting in RF has to be one of the easiest languages out there. Between the forum, the documentation, and the example scripts it just takes a little trial and error to get what you need working.
Welcome to the forums and if you really want a good place and system to get started making your own games you've come to the right place.
Fear not the textures for the almighty stylus is with thee - Book of Zen
on the 13 thing, dont worry, as long as its really what you want to do there is no problem whatsoever. i started game development at... hmm. possibly about 11-12, and at 15 have a job in the industry; not bragging in any way, just showing you that it is possible, though it is an extremely rare occurance THAT young.
many companies LOOK for young people, perhaps not THAT young, but 30 is considered "old" in this industry in most cases (not that you cannot do it past 30). I think Cliff Blezinski (spelling?), level designer for epic megagames, creators of the unreal tournament series, started with his first paying game development job at... 17 i think it was. so it is possible, and as loing as you dont give up, whether your goal is; a job, or just to make games for fun; it definitly is possible.
that laptop is more than enough, my main development machine is a 1.3 ghz celeron m laptop with 64mb shared intel extreme 2 integrated (very low-end) graphics.
many companies LOOK for young people, perhaps not THAT young, but 30 is considered "old" in this industry in most cases (not that you cannot do it past 30). I think Cliff Blezinski (spelling?), level designer for epic megagames, creators of the unreal tournament series, started with his first paying game development job at... 17 i think it was. so it is possible, and as loing as you dont give up, whether your goal is; a job, or just to make games for fun; it definitly is possible.
that laptop is more than enough, my main development machine is a 1.3 ghz celeron m laptop with 64mb shared intel extreme 2 integrated (very low-end) graphics.
I think i started with 13 too on a 700Mhz32MBRAM PC. No prob, age does not really matter, because i think everyone who starts to design games has similar problems. Also, the guys i work with are all younger than me(I am 17)
@andycr: You are actually paid for it? cool.
@andycr: You are actually paid for it? cool.
Everyone can see the difficult, but only the wise can see the simple.
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Breaking into the industry at 15... That is pretty cool! Must have alot of detication and talent!AndyCR wrote:on the 13 thing, dont worry, as long as its really what you want to do there is no problem whatsoever. i started game development at... hmm. possibly about 11-12, and at 15 have a job in the industry; not bragging in any way, just showing you that it is possible, though it is an extremely rare occurance THAT young.
As for me, I probably started 'making games' at around 12. But being a perfectionist w/ no time restrictions, budgets, etc.. Most my projects didn't make it half-way.. As for 'breaking in', I haven't made any real effort to get into the industry yet. Though I am enrolled in the Pacific Game Design course in Van. After that i'll make an effort.
definitly... you would think unlimited time would be a pro, not a con, but it definitly is not. i struggle most with design, in my non-work games. i can barely force myself to sit down with paper and pencil to design, i want to run back to rfeditpro or rfscriptedit or code::blocks to just make something, but deep down I know that, because it hasnt been thought out properly, it wont turn into much.
it can be somewhat chaotic, being a programmer trying to design... but it's a nice change of pace. rf gives me a way to forget about code for awhile and still make something worthwhile, and theres not much else out there, if anything, that can do that.
it can be somewhat chaotic, being a programmer trying to design... but it's a nice change of pace. rf gives me a way to forget about code for awhile and still make something worthwhile, and theres not much else out there, if anything, that can do that.
Hey andycr we should make a tutorial for the younger kids like us on how to sit down and think thru a design of a game. I think if I was able to write a tutorial it would probably even help me to have to think thru how a game should be made.
Because that seems to be my problem I want badly to make a game but don't know were to start, or properly think it thru.
Because that seems to be my problem I want badly to make a game but don't know were to start, or properly think it thru.
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Yea Execpt for the fact that its not quit up to date on all rf can do. I'm in the middle of reading it right now. I just got to the part about level design, I hadn't thought of doing it quite like that but I think I like it.
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
I have the same problem.. I just want to jump right into the programming and bypass all design aspects of the game, and every time I do sit down and start writing design docs, plans, etc.. they never get finished before I start implementing them..AndyCR wrote: i can barely force myself to sit down with paper and pencil to design, i want to run back to rfeditpro or rfscriptedit or code::blocks to just make something, but deep down I know that, because it hasnt been thought out properly, it wont turn into much.
A good tutorial on where to start and so forth would be cool.. But I still see myself jumping the gun and scripting what little design I have though..
Haven't got around to trying out RF yet either, but I will later tonight. Seems like a cool package, but I don't know what the restrictions are from a programming point of view.
Edit: Oh and btw.. How old is everyone on here?
Depends if you mean this topic or the whole forum! I think the youngest on the forum is 11-12 correct my if I'm wrong anyone, but I have no clue who is the oldest.
I just read thru pickles book, I finally figure out how to do a door! I was allways confused about how it worked but once I saw the screen shots of the steps it was like duuuuuuuu.
I just read thru pickles book, I finally figure out how to do a door! I was allways confused about how it worked but once I saw the screen shots of the steps it was like duuuuuuuu.
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
I used to be that way, wanting to just jump in and start working. I think everyone is a little. But now i find myself spending a lot more time thinking things through. In fact, I am working exclusively on game design at this point, and paying little to no attention to artwork. Design is actually the most important step to development.
I haven't had a chance to read Pickles' ebook yet, but I'm sure it would help a lot. It took me a long time to realize this, but Pickles probably knows more about game design than all of us here combined. I wasn't all that nice to him at first, and even got into a short-lived flame war with him once. But now, I have a lot more respect for him.
Even though it may not be up-to-date with RF's features, I'm sure it is a good guidebook for development in any engine.
I started with RF when I was 13. I'm almost 17 now, and am just starting to break into the industry and get a clearer picture of what I'm doing. I think there are a few members younger than twelve, but I'm not quite sure. But we have a range of that all the way up through developers in their 30's-50's.
A tutorial on design in general is something i think everyone (young or old) would appreciate.
I haven't had a chance to read Pickles' ebook yet, but I'm sure it would help a lot. It took me a long time to realize this, but Pickles probably knows more about game design than all of us here combined. I wasn't all that nice to him at first, and even got into a short-lived flame war with him once. But now, I have a lot more respect for him.
Even though it may not be up-to-date with RF's features, I'm sure it is a good guidebook for development in any engine.
I started with RF when I was 13. I'm almost 17 now, and am just starting to break into the industry and get a clearer picture of what I'm doing. I think there are a few members younger than twelve, but I'm not quite sure. But we have a range of that all the way up through developers in their 30's-50's.
A tutorial on design in general is something i think everyone (young or old) would appreciate.