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Re: Tips for starting developers.

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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 09:51 PM
These are very useful, and I wish I knew them when I started. If you guys have some then post them as well.

1. Don't be an "idea guy". If you want to make games, be able to do at least something. Program, create graphics, make music, fund the projects.

2. Start small. Don't try to make an MMORPG for your very first project, I've been programming for 4 years and it's still a huge challenge for me. The sad truth is you'll probably give up on anything taking more than 2 months the first time.

3. Don't make games for money. If you really want to make good games, you have to invest yourself in hours of planning and designing. Trying to make a quick cash grab won't produce anything good.

4. Plan a lot. Always know what you are doing, and know how all pieces of your game fit together. "Figure it out later" is the #1 phrase correlated with games failing to make it out of alpha.

5. Know your enviroment. Which is more powerful? Unreal engine or Opengl+sublime text. Obviously unreal engine. But if you put me in OpenGl+Sublime I could crank out something a lot better than Unreal engine, because I've never used unreal. So use what's comfortable.
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Game_Design is not online. Game_Design
Joined: 24 Feb 2016
Total Posts: 345
28 Feb 2016 09:55 PM
This are good tips.
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TheGoldenReporter is not online. TheGoldenReporter
Joined: 01 Apr 2014
Total Posts: 163
28 Feb 2016 09:56 PM
Anyone wanna join me in a collab for creating a Fallout 4 Roblox Adaptation?
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 09:59 PM
Oi, you've got your own thread.

6. Be open to criticism. One of the main reasons I've seen peers' games turn out crap is that they take anybody criticizing their game as "hate". Almost all of the time, people are trying to help you make your game better. Listen to your players, and act accordingly.
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TheGoldenReporter is not online. TheGoldenReporter
Joined: 01 Apr 2014
Total Posts: 163
28 Feb 2016 10:01 PM
Perhaps you'd like to join? -wink wink-
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 10:04 PM
No thanks, I'm very busy with my game.
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Game_Design is not online. Game_Design
Joined: 24 Feb 2016
Total Posts: 345
28 Feb 2016 10:05 PM
7. Use filteringEnabled
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 10:07 PM
^ Yes if you are developing on ROBLOX then learning how to properly utilize FE is something you really should do. Learning FE also teaches you how the client-server model works in most multiplayer games.
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guest63474 is not online. guest63474
Joined: 03 Sep 2011
Total Posts: 1283
28 Feb 2016 10:11 PM
8. Be like Justin Beaver, he wanted to be famous by just singing from his nose! (That's talent)
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drahsid5 is not online. drahsid5
Joined: 13 May 2011
Total Posts: 3937
28 Feb 2016 10:40 PM
"Start small. Don't try to make an MMORPG for your very first project, I've been programming for 4 years and it's still a huge challenge for me. The sad truth is you'll probably give up on anything taking more than 2 months the first time."

Lolwut
An MMO in ROBLOX is easy.

"Plan a lot. Always know what you are doing, and know how all pieces of your game fit together. "Figure it out later" is the #1 phrase correlated with games failing to make it out of alpha."

"Plan a lot"
Okay!
"Figure it out later"
Wait? But I planned?

"Know your enviroment. Which is more powerful? Unreal engine or Opengl+sublime text. Obviously unreal engine. But if you put me in OpenGl+Sublime I could crank out something a lot better than Unreal engine, because I've never used unreal. So use what's comfortable."

Ohh, I see what you're doing, you recommend that everyone uses UE4, then you're stating that it's "more powerful" than other options, which it is not, seeing as writing your own framework is always the best idea. Now we use what's comfortable? Starting developers aren't comfortable with anything.
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 10:56 PM
That is some great reading comprehension. I'm really impressed.
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drahsid5 is not online. drahsid5
Joined: 13 May 2011
Total Posts: 3937
28 Feb 2016 11:00 PM
Unsure if that's sarcasm or not, I will presume not, so I will thank you, then add the fact that six years of programming helps with that.
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 11:01 PM
lol
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j_0sh is not online. j_0sh
Joined: 05 Mar 2015
Total Posts: 512
28 Feb 2016 11:06 PM
A good MMO with a lot of content takes a pretty long time.

I wasn't making a conflicting statement. I was saying that the "figure it out later" mentality leads to failure.

I never told people to use UE4, I'm just saying, it's more powerful as an engine than just a text editor.

Oh and I guess sarcasm doesn't really work on the internet. My apologies.
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Game_Design is not online. Game_Design
Joined: 24 Feb 2016
Total Posts: 345
28 Feb 2016 11:07 PM
"That is some great reading comprehension. I'm really impressed."

I lol'd to!
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drahsid5 is not online. drahsid5
Joined: 13 May 2011
Total Posts: 3937
28 Feb 2016 11:08 PM
I just reread it and didn't skip every other word. I am loling.
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ghostleader is not online. ghostleader
Joined: 16 Feb 2008
Total Posts: 1131
28 Feb 2016 11:17 PM
"4. Plan a lot. Always know what you are doing, and know how all pieces of your game fit together. "Figure it out later" is the #1 phrase correlated with games failing to make it out of alpha."

I don't follow this rule enough xD
Though I am good at what I do ;p

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