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While tutorials are a good idea, I think what the majority of would-be bbg developers lack out there is application. That's what I lacked when I started building. I could poke around in php/mysql/javascript just fine, but I had a lot of trouble initially applying the basic principles of coding and website creation to game design/development.The other problem I have with tutorials are that you end up with a collection of tutorials that probably don't work together and that someone on the receiving end may or may not have any idea how to implement. What I have yet to see done in the bbg market, is the start-to-finish development and "how to" of making a relatively complex and playable game. Lots of people would love to run their own game, and lots of those people have no idea where to start.I'd divide the year up into 24 chapters, and release a chapter every two weeks. You'll build a following along the way, have a playable game at the end, and offer the most comprehensive resource of building a game start to finish that's available on the web. Don't cut corners, and don't make it so simplistic that people lose interest.
What I have yet to see done in the bbg market, is the start-to-finish development and "how to" of making a relatively complex and playable game. Lots of people would love to run their own game, and lots of those people have no idea where to start.
@Chris How does it feel to be spammy once in a while?
It simply does not work this way...
I'd suggest writing some articles that look deeper into projects created by users within thiscommunity. To promote them and their games more globally. How about an interview or two?
It does exist! i.e. PHP tutorials (or whatever language the person wants to use). Learn the right languages and making the browser based game is all up to the creative side of you.
And I agree with the statements against creating a start-to-finish guide. All you do is show someone how to copy your game.
@KoI I never stated that I cared whether they copied the game or not. Indeed, I am all for open-sourcing. The problem I indicated with that approach was that it doesn't force the person being instructed to be creative. If you're not creative, you can't create. That's just how it works. lol
Indeed, I'm certain there are plenty of resources on this very subject. Many of the best, in my opinion, just happen to be in a format that seems to be anathema to many now-a-days: a book.
If you're not creative, you can't create. That's just how it works. lol
Many of the best, in my opinion, just happen to be in a format that seems to be anathema to many now-a-days: a book.
I can't even count how many php books I have, dozens no doubt
You can download source material for a game, but honestly, if you're smart enough to decipher someone else's source you're close to or already at the point of knowing how to make your own game
QuoteI can't even count how many php books I have, dozens no doubt Try C/C++ books, these are usually several levels better.
It is the opposite. If you can not understand other people's game source codes you are nowhere near making your own game. Reading is easier than making.
It's like saying thay someone can make their own spaceship but can not decipher NASA blueprints, it's just impossible
. I remember actually posting in a forum when I first approached the idea of making a game with something along the lines of 'how do I allow players to attack each other'. It was a completely juvenile question, but despite knowing how to make forms and such, I had no concept of how to allow people to interact with each other and how you could actually "fight".