Well, let's look at your success rate with unplanned hobby projects...
In all seriousness, if you want it to BE something, you need a certain amount of planning. There are rapid development life-cycles that help you reduce the amount of planning, such as prototyping, but those come with the expectation that you'll periodically rework existing code. Of course, that can be good practice for refactoring
Haha, the first line there got me. Good point.
I guess maybe I need to improve my planing, or possibly employ somebody to sit there cracking a whip every time I attempt to move on to something new. I guess if there's nothing to lose, you're more inclined to give it up, too.
Anyone fancy sharing any more personal experiences?
Note: If you tend to get upset by people putting you down, I suggest you don't read this.. Even thought that means most of you will now read it because you think you're Pro
Ever thought you're going to make the next big software that's going to change peoples lives forever and that you would make it on your own? - I'll admit to it, I have. But over the last few months, I've been starting to realize that no, I will not be able to create this amazing application, and no I will not be able to do it on my own.
The fact is guys, that 90% of the people that post "I'm going to make the next social network" or "I'm going to program a OS in VB!" never actually reach their goal. And the reason why, is all down to planning and knowledge.
When I first started programming (I call it programming but if I'm honest, it really wasn't) around 2008/2009, which made me around 11/12 (I'm sixteen now), I started creating worms, keyloggers, RAT's and so on. However, I wasn't really creating them myself, I just copy and pasted the code off the internet and claimed it was my own. I did this for around 6/8 months, Until I started to program in VB. I started with a simple email tool - nothing awesome, just a video I watched on Youtube. However, this time I did something different... Instead of copy and pasting the code off Youtube, I wrote it out word-for-word. Now a lot of people who are new to programming will say "It's easier to copy the code" - Correct, It's ** easier to copy the code. But are you going to remember it for next time? In a simple answer, No.
After finishing that, I worked on various other small projects (Usually starting a new one a day, and if I hadn't finished one by the next day, I'd have another idea for a new application), this was one of the biggest mistakes I ever made. Programming isn't about who can create the most applications in a day, It's about who actually completes them and who makes the most stable ones.
Getting bored of that, I moved on to creating games. Again, I followed my old routine of starting a new game practically every single day. Endless amounts of my hard-drive were used up by incomplete games that didn't actually need to be there. After a long time messing around, I did actually create a game and did release it, however after a few months I decided to shutdown the server as I wanted to keep it ad free but couldn't afford the prices.
Around 3 Months ago is when I finally pulled myself together. I was browsing a forum about Game development and read an article. At the top it said "The biggest mistake is not planning" - being the 'Get it done as quick as you can type' I always used to rush through this bit and not even think to plan. However, I thought about it this time, maybe it wasn't such a bad idea to plan.
In the coming months I had to revise for GCSE exams, and didn't really think about programming that much. Although I did remember and always will remember, no plan gets you nowhere.
A week ago I started a project I have set myself to finish, Motion OS. It's basically Kinect for PC. Gesture recognition, voice recognition, advanced calendar systems and so on.. Although It's not a proper OS, more of a virtual OS.
At the start of the week, I started looking for ways in which I would be able to complete my task. I started looking into threading so my application wouldn't freeze, I started looking into image processing so I would be able to check for faces and gestures. After a few days planning, I decided to start work on my application. This brings me to today, where I'm sat here, with a fully working, object recognition tool which I developed by myself.
Morals to the story
Not only did I plan for this, I also waited and learned the tools I would be using before setting out on my big software that would "change peoples lives". So the moral is, planning and patience.
I'm not having a go, I'm not trying to put you guys down, I just want you guys to know that you NEED to plan stuff before you do it. Also, learn before you do it instead of learning while you do it.
Not been around for a while, so I thought i'd start off by making a few tutorials. So, without further ado, here we go!
This tutorial, although classed as beginner, requires : basic understanding of HTML, A web host, a web site and a text editor/Dreamweaver.
Getting an idea
Let's be honest, there are masses of web sites out there and social networks that practically take up the market. But where there are triumphs, there are always weaknesses. In this tutorial, we'll look at ways we can bring other social networks down below us and in theory, produce a better website than them. Being factual, Facebook is definitely the leading social network. It boasts over 500million users, Fan pages, Profiles, Chat (Although very bad) and a lot more features I really don't want to type out. But the point is, while we can make a great website, there is no way we are going to be able to take out such giants like Facebook or Myspace. So the idea is to adapt around them, make something that integrates with it. Twitter, for example, has ways of connecting to Facebook. This is exactly what we need to do.
Social networks are getting boring, it's a true statement, so we need something that will liven it up a bit, something new.
So lets get to work..
Building a stable base
A website should always be planned first, no matter how big or how small it is. For the sake of your time and mine, we'll go with my plans. You can adapt them however you like then.
Step 1 We need to set-up our files/folders. Firstly create a folder on your desktop, name it whatever you want the site to be called. Placing it on your desktop means we have a quick access to our files when logging in. Now enter the folder and create more folders with these names:
We now have our base files. Let's open up our file "index.php" in either notepad or Dreamweaver (Make sure you're on code view). Now we have our file open, we're going to add a bit of code.
echo("<title>$site_name | $site_motto</title>");
echo("<link href="style.css" rel="stylesheet" type="text/css" />");
echo("PHP works on my server, YAY!");
So what does this code do? Well, the first line includes our file settings/settings.php (Which we will code later). Include basically means include all the code from the other file. Which is great for loading things like site names (Which we are using) as you dont have to change the site name on every single page.
echo basically means print, or show, everything after the echo(" onto the page. I like to think of PHP as a two file system. When using the ECHO function, we're creating another file in the sky (Which the user sees) that contains all the information on.
If you are familiar with HTML, you may see that line 3 is actually HTML. This is including our style sheet into our site, which will come in handy later when we want our site to look graphical.
The <? before the coding and the ?> after the coding basically tells our web server that our file is a PHP file.
Now save your file by pressing CTRL+S.
We now have our base index file. In the next tutorial I will be showing you how to turn your small amount of coding there, into something like the attached file.
THE ATTACHED FILE IS THE FINISHED PRODUCT OF TUTORIAL 2
Thanks for reading, the next tutorial will be up soon!
Starting off from where we last finished we are now going to create the flooring. We need to go to GameObject , create other and click cube. We will now set the X and Z position to 0 . SET Y TO -1. We now need to set the scale (Blue Circled) of the cube to x=30 y=0.2 z=30. We now have a floor!
Now we need to create a light so that the user can actually see the level , to do this click GameObject , Create other and then click Point Light. Set the positioning to X=0 Y=6.75963 Z=0. We also need to change the range of the light , to do so look for range in the Red circled area in the image below , set it to 30.
Now try playing the game , Press the play button in the top middle of the screen!
Welcome to the first tutorial For Unity 3D. Unity 3D is one of the top class game engine currently on the market. There are 2 versions of Unity , Unity 3D 3rd Party Version. And Unity 3D Pro. Unity 3rd Party will cost you nothing and you can get it from this Link:
Note: To get the pro version you will need to download from the link above , then select pro trial when registering.
Okay so once you have downloaded Unity we are need to go to your desktop and select the desktop icon "Unity".
Once loaded we are going to click on "File" in the top left hand corner , we are then going to select "New Project". We Are going to call this project "3DCF" , we also need to select the toonshader.unitypackage which will be below the project Destination Path. Once you have done that , click create.
Now We need to Create a Cube , go into to GameObject Select , Create other and then select "Cube". Go over to the properties of the cube and set the position of X , Y and Z to 0 Making the object easier to work with.
Now you need to download this file:Charmovejs This is the character controller , it will make it possible for your character to move using the arrow keys.
We now need to import this asset , to do so right click in the project panel (Green Area Highlighted in image). We then need to navigate to our charmove.js file and click Import.
Once we have imported we need to click on the cube in the Hierarchy (Blue Area in image Below). We then need to click on Component , then on physics and then on character controller. Once we have done this we then need to find the charmove.js in the project view, to find this simply type in Charmove.js in the search field. Once you have found it we need to drag this onto the cube that we just created in the project view ( NOT the 3D view as it will not work).
Well thats all ive got time for tonight , i hope this has came in handy for you lot , i will bring out another tutorial tomorrow and the first part of the youtube series will also be out tomorrow!.