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Thread: Pascal Gamer Magazine Issue 4 Needs Content: Want to write an article?

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  1. #1
    Co-Founder / PGD Elder WILL's Avatar
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    Yup you can include a complete source of your example game, however don't lean on those files for your article. It's only a bonus and as such the magazine article must be able to function without the included source just as well.

    But it is nice to have and very handy as I know from experience.
    Jason McMillen
    Pascal Game Development
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  2. #2
    I was just thinking that if I have to explain even a simple SDL program + very simple boulder dash game starting point in the magazine (including full code), then the article might become rather large
    Any advice?

  3. #3
    I guess I could break the article up into parts and give them to you so you can possibly put them in different issues depending on the overall size

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    I found that instead of focusing on the actual code when explaining the make-up of the game, instead focus on the parts/elements of the game mechanics and how to put it together. If people want to learn code then they can just go to a Pascal programming tutorial on the web, if they want to learn game dev techniques then that's want I want them to learn in my magazine. You can show code as an example, but what you are really trying to teach them is the method which the code will follow. The rest falls into place and they can figure out the code themselves easier.
    Jason McMillen
    Pascal Game Development
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  5. #5
    PGD Staff code_glitch's Avatar
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    Remember folks - planning and Object oriented.... The two laws of game development. If you want - feel free to rip off a section of my Application design bits and call it your own for the magazine if any of it is useful and can help make a point of planning programs/games beforehand. As for object oriented I may just write up a column out of boredom - as DHL DE have yet to ship me my motherboard for my new rig which I am going to need to do all the android goodness!

    komme DHL - schneelllll!
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  6. #6
    Quote Originally Posted by WILL View Post
    I found that instead of focusing on the actual code when explaining the make-up of the game, instead focus on the parts/elements of the game mechanics and how to put it together. If people want to learn code then they can just go to a Pascal programming tutorial on the web, if they want to learn game dev techniques then that's want I want them to learn in my magazine. You can show code as an example, but what you are really trying to teach them is the method which the code will follow. The rest falls into place and they can figure out the code themselves easier.
    Ah, ok...that makes sense. I will do a "How to start building a Boulder Dash game" article then and show pseudo code to illustrate various parts
    I will first start by setting up a very simple SDL program at the beginning which they can then use later on with the Boulder Dash bits...

    Thanks Jason!!

    EDIT: I am going to get rid of the SDL part so my 'code' can be used for any system, not just SDL...

    cheers,
    Paul
    Last edited by paul_nicholls; 20-12-2011 at 10:08 PM. Reason: Updated post

  7. #7
    Co-Founder / PGD Elder WILL's Avatar
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    That sounds good. Oh and as I've told Ben and others, try to stay away from API specifics such as SDL, OpenGL and DeirectX unless you are actually teaching those API. If you must use something like SDL (and SDL is a good one to use!) try to keep explaination of the SDL bits to a minimum or you'll be stuck in the trap of making it an SDL tutorial as well as what you originally planned.

    Hey, maybe it would be good to actually have a getting started article on SDL to reference for all future articles. Matthias?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  8. #8
    Quote Originally Posted by WILL View Post
    That sounds good. Oh and as I've told Ben and others, try to stay away from API specifics such as SDL, OpenGL and DeirectX unless you are actually teaching those API. If you must use something like SDL (and SDL is a good one to use!) try to keep explaination of the SDL bits to a minimum or you'll be stuck in the trap of making it an SDL tutorial as well as what you originally planned.
    Yeah, I have already gotten rid of all API stuff so people can use it with SDL, OpenGL, DirectX, whateverX LOL

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