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Confused
Posted: Sun Oct 16, 2005 11:09 am
by steh1756
im 13 and have no proper scripting knowledge would i be able to ,make a PROPER game with rf? or if i did need to script how would i go about learning it?
thnx
Posted: Sun Oct 16, 2005 11:25 am
by ZenBudha
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.
Posted: Sun Oct 16, 2005 11:30 am
by steh1756
thanx i just have 1 more question would this spec laptop be enough to run rf games?
1.4 ghz
512 Mb RAM
60 gb
128 mb video card
?
Posted: Sun Oct 16, 2005 12:42 pm
by ZenBudha
Yes more than enough as my laptop is only a 1.2ghz with 512mb of ram 60 gb hd and a radeon 9200 mobile video card.
Unless there is a problem with the demo my laptop has ran smoothly about every single demo on this site.
Posted: Sun Oct 16, 2005 4:58 pm
by AndyCR
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.
Posted: Mon Oct 24, 2005 1:39 pm
by Jay
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.
Posted: Wed Nov 02, 2005 1:42 am
by Handless
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.
Breaking into the industry at 15... That
is pretty cool! Must have alot of detication and talent!
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.
Posted: Wed Nov 02, 2005 6:13 am
by Voltare
heh....i was 15 when i tried making my first game....in apple basic on an ancient apple IIe waaaaaay back when......
I'm 34 now-----it's something you're not going to get out of your blood.....I see myself at 70 still attempting to make games( hopefully--i'll have something made by then :p)
Posted: Wed Nov 02, 2005 2:51 pm
by AndyCR
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.
Posted: Thu Nov 03, 2005 4:08 am
by jonas
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.
Posted: Thu Nov 03, 2005 4:41 am
by AndyCR
the new ebook Pickles has so kindly posted explains the "order" of things rather well, i'm impressed, and think itll help me alot.
Posted: Thu Nov 03, 2005 5:06 am
by jonas
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.
Posted: Thu Nov 03, 2005 4:43 pm
by Handless
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.
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..
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?
Posted: Thu Nov 03, 2005 7:46 pm
by jonas
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.
Posted: Thu Nov 03, 2005 9:17 pm
by GD1
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.