From my experience, the following have been done to death:
- -Beginners' Tutorials (The absolute basics...PRINT "Hello World!" stuff)
-RPG scrolling engines (tile, pixel*tile, pixel*pixel)
-RPG Scripting (for NPCs and such)
-EMS and XMS memory usage
-ASM library programming
-3D Graphics (basic techniques, rotating) -- especially since Relsoft just finished his great series
-RPG Story Writing (Usually articles / rants, not real tutorials)
-SVGA graphics
-Palette and color manipulation
-Using different file formats: GIF, JPG, BMP, WAV, MIDI, MOD, etc.
-Raytracers
-Basic graphics techniques like PSET, LINE, CIRCLE, GET / PUT, waiting for the vertical retrace, BSAVE, BLOAD, using DATA to make graphics, etc.
Certainly if someone wants to take another stab at these topics, it would be cool, but I think we need to focuse on getting other types of tutorials written.
I've been collecting a whole lot of QB tutorials recently... and I'm seeing the same dozen or so tutorials written and re-written about a million times. Meanwhile, some other topics are being completely overlooked.
Do you guys have any ideas for new tutorials that have never been done before?
Here are some ideas I came up with off the top of my head:
- -Platform game engine tutorial
-Sprite animating tutorial (getting the timing right and implementing it into an RPG or platform engine)
-Tutorial / FAQ on getting QB games to work in Windows XP
-Pixel art tutorials that cover topics
-Color theory (on picking colors that work and together....and colors that don't. - Not just a color wheel, but a tutorial with actual sprite examples)
-Cut scenes - Scripting for cut scenes / pre-determined sprite movements used in cinematics
-NPCs - How to make them more realistic, with basic AI, or to make them follow a daily routine instead of walking around aimlessly.
-"How to make a simple Tetris game" -- Good for beginners. Instead of teaching them how to use commands, just jump right in and show them highly-commented code that explains everything every step of the way...and WHY. (This will also work with Pac-Man, simple space shooters, Pong, Asteroids, Checkers, Othello, etc.)
-Pathfinding AI techniques -- How to make enemies successfully track you down and attack you in a game world. For example, if an enemy comes to a wall and you're on the other side of it, how is it going to get to you? Hopefully it won't just stand there, pressed up against the wall because that's the closest point it can find...
-Other types of A.I. programming -- AI in stealth games -- How does an enemy react if it sees you? What does he do if you sneak right by? Or how about how to make a boss enemy "learn" your attack techniques and make adjustments as such?
-Finding and selecting music to fit your game if you're not a musician.... such as free MIDI sites, or selecting "mood" music, basic music editing, etc. -- Or how NOT to rip a SNES / Genesis game's MIDI music if you can't make music of your own.
-Branching paths in a game plot, and how to manage it all. (Non-linear plot programming without going bonkers.)
-Beginners' tutorial: How to use file-handling techniques like OPEN, INPUT, CLOSE, etc. I've seen a lot of questions about these commands.
-Basic 2D fighting game engines, to make something like Street Fighter or Mortal Kombat
-Using text-mode graphics to test game engine ideas...
-RPG battle engines -- Unconventional formats that are different from the ones DarkDread has already written about.
-Game title screen / menu design
-Advanced keyboard input handling techniques and multi-key presses.[/list]
I could go on for hours, but I think you get the idea.
What kinds of tutorials would you guys like to see written?







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. So make sure you all post your ideas!
... id be better off reading them 