   ENUFF with this Tic Tac Toe stuff...
  okay my friends... it''s time to move on....I''ve just finished the final version of my ttt game, and as far as I know (after testing it for about 30 minutes), this really should be the FINAL version of it, since it doesn''t have any bugs (none that i found anyways).so here it is, in case you want to prove me wrong:http://www.pimplesttt.cjb.netanyhoo, i''m going to start with a new game now... i know half of you will say tetris and the other half will say pong, but i think i''ll get into windows programming and directx before anything else...anyhoo, thanks for all of the help you guys gave me!peace! 
quote:I''ve just finished the final version of my ttt game, and as far as I know (after testing it for about 30 minutes), this really should be the FINAL version of it, since it doesn''t have any bugs (none that i found anyways).Nice quote: i know half of you will say tetris and the other half will say pong, but i think i''ll get into windows programming and directx before anything else...I think i will be unpredictable and say a simple pac man clone. ;  While most ppl will tell u to start with simple games and gradually build on, i tend to disagree.If you have the drive and/or some other motivating factor, you can start out with more complex projects such as a 3d platformer or rpg. But for most people, they will likely lose interest once they encounter a big problem and just forget about it. My pushing factor is that i have decided to do a 3d rpg for my Final Year Project for my diploma. And my course doesnt even teach C/C++. Basically we had a hard time convincing our lecturers that we were going to be able to pick up the language, let alone capable of making such a game in a official time span of 4 months which is allocated to us. With the exception of Photoshop and 3dMax skills we picked up through our course, we have had to learn everything by ourselves. So i started working on the engine 3 months in advance during my previous semestral examinantions and could not really focus on studying for "useless" modules which were basically all theory of which i have no idea how it could be useful. Luckily i managed to pass them all.Now that i have been working on it for about 4 months, i can honestly say that if it werent for the decision to make this game as a Final Year Project and had decided to do it in my spare time, i would have probably thrown it aside when i encountered collission detection.  My pushing factor is that whether i graduate or not largely depends on this project so in anyway ill have to get it done. I had thought about this for quite some time and was even considering doing a far simpler 2D rpg, but i thought to myself, this was going to be the only time when i had a team of talented individuals by my side who would be essential in producing of the scope of this type of game.But even then the notion still is true that even when developing something as complex as a 3d rpg as compared to pong or tetris, u build up in small steps.3 months ago, i was trying to get a window with a textured spinning cube. Now i am trying to add scripting support to the game and hopefully start on the battle system soon. Also, it takes great enthusiasm and alot of time to be devoted on such a project, especially since i am learning and developing my first game.(Guess a number game in DOS doesnt count as a first game to me.) ;  I agree with Tiffany about pac-man or maybe a space invaders or asteroids type game. Basicly anything that deals with simple collision detection, very simple AI (which can be as limited or in depth as you want), and object management. I know from my own projects that if you start off with something too big, you will just lose interest. I have also found that by making smaller games, you can reuse a lot of code with very little modification which eventually becomes your own game development library. The important thing isn't really if you finish one of these small games to the point where it is perfect (flame on people!) but is more about a learning process. Pong is a great way to learn how to do simple bounding box collision detection and learn some helpful maths. Pac-man offers more in the AI department while tetris is a little more advanced collision detection. Lessons learned while making those games are all applicable in developing 2d games like rpgs, platformers and shootemups. I haven't tried making any 3d games yet but I would imagine that things like AI and collision detection, although probably a bit more math is involved, re-use the same concepts. All in all I don't think it is a bad thing to take on something bigger than you can handle, I mean if we didn't challenge ourselves with new material, how would we ever learn?edit:I played yur tic tac toe game and it was pretty fun. I of course tried to beat the computer which as stated is "technicaly" impossible to beat when it moves first. It's first move is always in spot 1 and the following sequence of my moves always allows me to win. (5 8 3 4 6) If you notice I moved too many times, it is because the computer skips it's last move for some reason. It might also be a good idea to have the player choose a skill level for the AI to randomize its "perfectness" a little.   [edited by - evillive2 on August 4, 2003 11:18:58 AM];  hi.thanks for all of the replies, you guys. there were real helpful (specially the one reporting the flaw in my AI).i really appreciate it!!!!!!!1i guess i''ll start working on pong and try to learn some collision detection or something.thanks again! 