10-15-2024, 06:59 AM
For a simple 2D game, a good starting point is to put two images on the screen, move one around with input, and recognize when it touches the other. Do that and the groundwork for a lot of 2D games is done. Most game design is just deciding what happens when things touch.
For example, from that base you can make Pong: two long rectangles plus a small one that changes direction when it touches a long one. The routine for the computer is just moving up and down with the small rectangle. Keeping score is just counting.
With Pong done, you can make Breakout. It's just a bunch of big rectangles that disappear when the small one touches them.
You can make a shooter: press a button and a new small rectangle is generated and makes big rectangles disappear when they touch.
You can honestly cover a lot of ground with a simple base and a bunch of counters. If you have something simple working then it will be easier to apply advice from a tutorial which often will just be telling you how to do the same thing more efficiently.
For example, from that base you can make Pong: two long rectangles plus a small one that changes direction when it touches a long one. The routine for the computer is just moving up and down with the small rectangle. Keeping score is just counting.
With Pong done, you can make Breakout. It's just a bunch of big rectangles that disappear when the small one touches them.
You can make a shooter: press a button and a new small rectangle is generated and makes big rectangles disappear when they touch.
You can honestly cover a lot of ground with a simple base and a bunch of counters. If you have something simple working then it will be easier to apply advice from a tutorial which often will just be telling you how to do the same thing more efficiently.