What were your first introduction to programming?
Pic related
What were your first introduction to programming?
Pic related
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same here, I was 12 back then
Turbo Pascal at the high school when I was 14, 11 years ago.
AmigaBASIC
C# in Unity trying to make shitty games.
pascal and java botting diablo 1, diablo 2 and runescape
This.
But when we're talking about an actual language, it was RGSS in RPG Maker XP
gayscript/ECMAScript. wanted to do a game with it, then grew up
My first experience was actually Progress because my father worked for company who made banking systems.
>then grew up
Unless you're a cynical old fart, games, video or not, are still fun, even if you're an adult.
non-srious: ataribasic
srious: C on SunOS from my first ISP shell account.
Same
Who would want to be a game dev tho?
Honestly, me, if it meant working with a small indie team(assuming we could write our own engine/tools).
However, working in a large corporate game dev studio owned by something like EA, that shit would probably be soul sucking.
Another GM user reporting in. GML is amazing
GMS2 sucks, though. GMS1.4 is the best version if want compiled, GM8.0 if you want interpreted
object1
object2
object3
...
object923
>tfw I still use 8.0
No.
Could be using Clickteam Fusion 2.5
jass in wc3 desu
Same. Hard to think that if I hadnt used it when I was 12 I wouldnt have picked my current job.
Now theyve got console exports, a new ide and room editor and seems to have grown alot.
Sitting down and learning C++.
I used Ren'py to make a shitty Haruhi Suzumiya dating sim
Had to learn python in order to include decision branching
>Ren'py
>written in Python
>had to learn Python to do jack shit
Wow...
Why the hell wouldn't you use meaningful naming conventions?
Because I was 10
I started using it at around 12, I named that shit religiously
>obj_*
>spr_*
>rm_*
Lua in computercraft.
wow such a nurd
pic related
I didn't know about any of that, I named some objects "blarg" or w/e but since I didn't know objects could have a parent or scripts could be shared I had lots of duplicates for each room.
>dynamic code
>fast code
if only we could have had both
is the new game maker any good?
pure pay to win garbage, you are better off writing your own engine
same. still pop in to the d2jsp boards every now and then
I think it was a Perl tutorial, back in ... 2001, I think? Never went past arrays on Perl, though. I was 14 at the time, arrays seemed completely greek to me. Didn't help that I got this tutorial in English (which is not my native language), and I could understand maybe 50% of it back then.
turbo pascal in high school, then c at university, java at work and finally lua when fucking around with vidya
Learning Logo and QBasic in elementary school, 5th grade.
Warcraft 3 and DROD 2.0 editor after that.
Guess we can't have everything. I wished they hadn't thrown away the interpreter, though, since you saved a lot of time by not having to compile. Plus, the performance difference wouldn't matter in many games (or you could just switch to compiled when publishing).
The latest 1.4 version (1.4.1804) is very nice. It brought some backports from GMS2 and compiles a bit faster than older 1.4.x releases.
I personally hate GMS2.
>Find function is completely broken
>Git support inside the IDE simply doesn't work, and has been broken for more than a year
>More agressive Digital Restrictions Management, requires you to log in from time to time
>Collects data about your usage by default, and makes compiled games do so too by default
>IDE code editor is inferior to GMEdit, a FOSS GML code editor by YellowAfterlife
>Tons of changes to GML functions that worked well previously, requires relearning
Honestly, if I were to migrate from 1.4, I'd rather wait the new IDE from the ENIGMA folks. At least it's free software.
Is ENIGMA any gud?
Wasn't my first programming experience, but damn was making runescape bots fun.
BASIC & Logo on Apple iie's taught by an outreach program of Bell Labs Murray Hill Campus in 1982. I grew up in the next town over, my mother graduated high school with Dennis Ritchie.
/blog
It can compile many projects made with GM, but it's still far from complete.
github.com
They plan to release a new, cross-platform IDE this year, written in C++. Their Java-based IDE (LateralGM) isn't very good imo, so you could use GM 8.0 to develop the game and ENIGMA as a compiler. You can use CLI if you want: enigma-dev.org
pic related is what I first really started learning programming in.
forgot the pic
C++
Since that's what we learned our first hello worlds and other crap in university.
It was pretty neat i'd say
Lua scripts for open tibia server. ~13 years ago.
Little Big Planet because I was obsessed with those shitty motor/sensor logic gates. I made AI boats and this one level where random types of bombs fell from the sky and blew up the ground and you had to survive through to the bottom
If not that then either matlab for differential equations, or C++ in programming 101.
Batch scripts and then Minecraft modding. Had no clue what I was doing
Pawno scrpting.
I used to code GTA San Andreas maps
AVR asm back in 2002 when i helped my father write a controller for a custom irrigation system for a friend who owned a plant farm. He also ghetto-printed the boards.
on netbeans in highschool
same
C++ trying to create homebrew for my PSP.
Didn't go so well, just managed to annoy some people on IRC.
Now in the middle of a CompSci program.
Just getting something I wrote to show some text on the PSP was still pretty cool though.
Homebrew for the Nintendo DS and PSP definitely was what opened my eyes to how cool programming can be.
god, what a shitty place
hope njaguar enjoys his son being dead
Got from a "Create your own game" CD rom
Funny how despite being almost obsolete there's still no IDE in the world that does the stuff Flash does
This was the shit. There was nothing you couldn't do
Pseudocoding in StarCraft 1, 2, Warcraft 3.
vouch