To Learn FP In General


(I'll tell you what I want, what I really really want) #1

Hello. Let me start off by saying I get annoyed myself when I see these type of threads, but I just need to ask. I don’t want FlashPunk to be the next thing I forget about. I have a problem with learning, that said, I can’t really relate the text to what I want to create. I have thousands of ideas flowing through my head, I don’t have any problems with creating graphics, that’s the least of my problems. I’m looking at games like Monument Valley, and that only makes it worse, because I know I could do something like that, something so beautiful on the graphic side. Problem is the programming. I really don’t like doing something without knowing that I’m not wasting time. So I have that as3 learning course, a small one, and it’s even in Polish, so that makes it awesome, but here comes the dilemma: Should I learn as3? Smash the courses, understand the syntax and that (considering I’ve done this and that in other languages like Python, or Ruby), and then read the FP Documentation? I’ve already tried the basics, I mean, the Tutorials. And don’t get me wrong, I never really jump in and ask, without doing my research. But this time, I am lost. I don’t know where to properly start, to master all this, or at least be good at it. I want to get to the point where I can write without browsing through the tabs in chrome all the time, without re-writing code(somebody else’s), just writing it myself, having fun and focusing on the creative side of it.

Suggestions?


(Elias) #2

Learning something can be very exhausting process, so dont expect to have fun with it. You dont really need any courses, especially if you already know the basics. The only thing that stands between you and the game you want to make, is your will. If you need some experience in game making, then push yourself to the limits. Try finishing a small game in one day, that way you will have a process about how to start and how to end it. Challenge yourself, attempt Game jams and Ludum dares, make a copy of a game (seriously, it’s a good practice). If you into creating new things, the documentation can be your best friend and you will start to memorize most basic parts of FP with time and practice. After much experience, you will notice the difference of your knowledge and the game making process. One last thing i would like to suggest, is that doing 2 things at the same time can be very difficult. If you want to learn FP, you should drop the part with the art, at least for a while to focus on programming.


(I'll tell you what I want, what I really really want) #3

Thanks for the answer @EliasRenko :smile: Just one more question, could anyone walk me through using documentation in real-life(" ") situation? Like, just, how to use it?

Sorry If that is a dumb question


(Elias) #4

I dont really got your question. :stuck_out_tongue:


(I'll tell you what I want, what I really really want) #5

How to apply knowledge you get in documentation in games? Let’s say, Hey, that look’s cool, but what if my character had a shadow? Or It was raining? Let’s find a function or something that could multiply my 1x1pixel.png of white dot by thousands and make it move from top to down.


(Elias) #6

First of all, take a general look at the documentation, to see what FP can handle and do. If you see something that fits you, give it a shot. You need rain? Try using the particle system. Learn how to set it up, how to adjust it to your personal preferences and you’re done. Dont be afraid to experiement. Add it to your game only when you think that it’s good enough. If you need something different that FP cant give you, then try to code it by yourself. When i experiement with something new or i create something original, i have fun with it. If you are stuck, dont give up. Unplug your brain for an hour or two then try again, or ask us here. Good luck!


(I'll tell you what I want, what I really really want) #7

Thanks @EliasRenko I’ll give it a go :slight_smile:


(I'll tell you what I want, what I really really want) #8

Just by the way guys, How did you learn?


(David Williams) #9

I wanted to learn programming, so my older brother got me started with C++. After learning basic syntax and variable usage/the works, I made simple (think fill in variables in basic math formulas) programs to do my homework. Then my brother showed me Flashpunk/AS3 and I learned from the tutorials and forums.


(Zachary Lewis) #10

I’d love to get to that point, too. You’ve gotta’ keep in mind that learning how to program is what you really want. Learning how to use a specific framework is really secondary.

Let’s work through an example.


I want to make a player spin when I press a button. I followed the tutorials and I know how to create worlds, entities and graphics. I quickly get a character on the screen. Now comes the fun part.

I begin by breaking down my process to a step-by-step algorithm.

  1. A button input is detected.
  2. While the button is being pressed, the character spins.

It’s not a difficult algorithm, but I forgot what function I need to use to check for input. I see it’s Input.check() and it takes a Key. I look up Key and decide to use Key.SPACE. So, I code that up.

if (Input.check(Key.SPACE))
{
  // Spin the player.
}

Alright, now I need to figure out how to spin the player. I’ve not messed with rotation, but I think FlashPunk can do it. I look up Entity to see what it can do. Turns out, there’s nothing in Entity for rotation. A slight setback, but it’s not the end of the world.

If I can’t spin the whole Entity, what else could I spin? What about the Entity’s graphic? That sounds like a possibility. Let’s check Image. Okay, this is looking better. I think Image.angle is a strong contender here. To rotate, each update I just need to increment the angle by a few degrees. Let’s get that coded up next.

if (Input.check(Key.SPACE))
{
  // Spin the player.
  Image(player.graphic).angle += 5;
}

Well, that turned out to be perfect! Imagine that.

Again, break down your problem into the smallest pieces you can think of, then go looking for what can make those pieces act the way you’d like.


(I'll tell you what I want, what I really really want) #11

Very inspiring replies :slight_smile: Thank you fella’s


(billy2000) #12

The way i started to learn FP(as i already had knowledge of C++, not a bit of AS3 tho) is to make my 1st serious project,a big one, with many things to implement.At some points i said “impossible, i cant make player move like this,or enemy do that!” but then i took a sit and think about how could it be done, a idea always poped into my head(at beginning most likely inefficient but that worked).Step by step the game came to a end.At 1st it looked like a fail,as the game was very lagy and had a lot of bugs.But it was a win , the game did its purpose, to teach me how to program. Another thing that helps me learning FP is by looking on forums every day on ppls bugs/problems.I don’t have those bugs, but when i think how could i solve their problems or, see someone from forums solving their problems, i once more learn.They use new functions i didn’t knew they existed (and very useful ones…like moveBy).And another think that make me learn is by trying each time to make as efficient algorithms as possible,not just a algorithm that works(as i learned from experience those things can stack and cause great lag).And once more i feel like i still have lots and lots to learn,but that doesn’t stop me trying my best each time i program,and that helps me alot :smiley:.


(I'll tell you what I want, what I really really want) #13

Yeah, I noticed lurking on the forum helps a lot, I always find something useful.


(Linck) #14

The example zachwlewis gave is just perfect. You have to think about the steps to solve your problem first, then you go search for tools to do each step.

If you just want to learn what flashpunk has to offer and how to use it, I would recomend this tutorial. You’ll learn to make a very simple game from beggining to end, and it will make you know about a lot of the features flashpunk has. I have learned from it, and when I finished, I felt prepared to use flashpunk to build any game I wanted.


(I'll tell you what I want, what I really really want) #15

Oh, nice! I’m going to check it as soon as I get home :slight_smile: